[WOW] My love don't cost a thing, but WOW game tokens cost 20K Gold.

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  • SomeWarlockSomeWarlock Registered User regular
    edited May 2015
    The item level formula is 1.01^(new ilvl-old ilvl). The value of a ilvel is always the same, no matter how big the ilvl numbers get. The jump from 200 to 284 is exactly the same as the jump from 600 to 684. 84 ilvls make the new gear 2.306 times better than old gear.

    And Dhal is using WoLK numbers for comparison, which is where ilvl inflation started kicking in. The difference between dungeon gear(ilvl 60) in vanilla and tier 3 40 man Nax gear(88) was 28. The difference between BC dungeon gear(ilvl 115 and tier 6(the last tier gear in BC, ilvl 146), is 31. For comparison, the jump from WoD Dungeon gear to Highmaul normal is 25.

    WoLK started inflating ilvls as part of separating 10/25 man raids, and WoW keeps inflating ilvls to make raiders happy, as they did to Black Foundry gear. Meanwhile, Raid gear trivializes everything isn't a raid because a fully kitted raider does 2 times the DPS of someone sitting in dungeon blues. Blizzard cannot make content that's challenging both to a non-raider and someone who raids, because they're not even close to the same numbers. It's a problem, and it's largely easily fixable, but the fix never going happen.

    SomeWarlock on
    Smasher
  • LD50LD50 Registered User regular
    The item level formula is 1.01^(new ilvl-old ilvl). The value of a ilvel is always the same, no matter how big the ilvl numbers get. The jump from 200 to 284 is exactly the same as the jump from 600 to 684. 84 ilvls make the new gear 2.306 times better than old gear.

    And Dhal is using WoLK numbers for comparison, which is where ilvl inflation started kicking in. The difference between dungeon gear(ilvl 60) in vanilla and tier 3 40 man Nax gear(88) was 28. The difference between BC dungeon gear(ilvl 115 and tier 6(the last tier gear in BC, ilvl 146), is 31. For comparison, the jump from WoD Dungeon gear to Highmaul normal is 25.

    WoLK started inflating ilvls as part of separating 10/25 man raids, and WoW keeps inflating ilvls to make raiders happy, as they did to Black Foundry gear. Meanwhile, Raid gear trivializes everything isn't a raid because a fully kitted raider does 2 times the DPS of someone sitting in dungeon blues. Blizzard cannot make content that's challenging both to a non-raider and someone who raids, because they're not even close to the same numbers. It's a problem, and it's largely easily fixable, but the fix never going happen.


    FFXIV has ilevel scaling even for it's hard mode dungeons, such that pieces of gear above ilevel xxx are scaled down to xxx, and it works fine.

    Add badges back in (not points, but the once per week per boss badges), add in vanity drops (hell, they could add decorations that you put up in your garrison like the furniture from wildstar or FFXIV). Add in more 5 mans. Add in ilevel scaling. Add in incentives for tanks and healers to throw themselves into the queues. Make 5 mans a thing again. Lots of people would love the hell out of that.

  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    Soooo gear stats scale exponentially but ilvl goes up at a higher rate?

    They are going to need a new stat squish almost every expansion at some point. Cause thats just an insanely out of control formula. Though I guess it does make sense.

    The worst part of widening the ilvl gaps is you just can't go backwards from it anymore. If you start giving smaller ilvl increases again it seems like there is no progression anymore because players are used to noticing the change.

  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
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