Scrilian wrote:Idrinth wrote:WoW is obviously focussed on PvP

I do agree with Renown Ranks taking a long time, but I would highly disagree with a huge powergap - so handing out purples easily makes sense to me.
The reason for this is simple: don't drive away new chars and keep fights more interesting. I would propose tiny changes only for each new set of items, so that a theoretical RR100 set would only be a bit more powerful (in terms of stats) than a basic RR30 set - maybe 1% more power per set, making RR100 only ~6% more powerful.
Interesting things would be granted abilities per set, that are mostly equal in power, but different in terms of effect.
So you are basically saying is that dedicated player should get rewarded less in terms of power gap for his/her time and effort just to keep fights "more interesting"?
How it will keep more or less committed players, when they don't see how great and powerful the rewards of sticking to the game are?
Yes, I'm saying, that a dedicated player should gain power, but at a slower rate than on live to make fights less defined by gear and more interesting that way.
Scrilian wrote:The game will hemorrhage all of its hardcore scene in mere months when you start to give away purples for everyone with a press of a LFG button or AFK-ing during the city siege.
I know this is the trigger, but no one will be sticking around for a year for a miserable 6% power gain.
People come to experience the deserved unequality here, to minmax unequal classes, to have a 6v100scrubs and win for the time and effort they put in, with the game gladly providing the opportunity to do so.
6% is from gear, with the given example you'd also have 70 more renown points, that would also give a power increase, a noticeable one. The min-maxing would be even more important due to the lower gap, but otherwise I doubt the groups would suffer from it, they always had their strength in organisation and communication.
Scrilian wrote:Heck, the game should even have you in some cases 3shot casuals if the only counter play is to put as much time in the game as the guy who did it. Shocker, right?

The problem is, that those casuals, that are the ones who mostly provide the content for everyone, will not have fun being one-shot or 3-shot in a 1vs1 situation due to gear differences. Them quitting reduces the avaible content, making the game less fun - you saw that effect on live as well.
Scrilian wrote:I strongly believe that I'm not the only one here who cherishes this approach to the MMOs in general and I whole-heartily agree with Razid post.
Why should it change? If one finds this tedious or unfair - maybe its not the game for them.
I love getting insanly strong in a game not focussed on PvP - if it's PvP, it's actually reducing the fun if the gap is too big. What would make it interesting is more options depending on gear chosen.
Just to throw out some ideas for gear abilites, assume a shared cooldown of 30s, duration of 5 seconds, but no gcd or cost and all of them group-affecting:
Tanks:
40+: Incoming crit-damage -5%
50+: movement +5%
60+: Incoming HoTs +5%
70+: Incoming armor penetration -5%
80+: AP-cost -10%
Healer:
40+: Incoming heal-crit-chance +5%
50+: movement +5%
60+: Incoming crit chance -5%
70+: Incoming disrupt +5%
80+: Morale gain +10%
Ranged DD:
40+: outgoing moral on hit -1
50+: Incoming evade +5%
60+: AP-steal of 1 per hit
70+: +1 morale per hit
80+: incoming debuffs -10%
Melee DD:
40+: AA-speed +5%
50+: lifesteal of 5%
60+: Incoming single target heals +5%
70+: AP-regen +5%
80+: incoming single target heal +10%