Scrilian wrote:Idrinth, nothing of this is necessary, will just screw the game to became more bland and boring.
Why would a game with less predetermined wins/losses be less fun?
Scrilian wrote:I already told you once my opinion on this - gear should matter, because its the quintessential time+effort the player puts in the game and 6% won't cut it, if I remember the numbers correctly.
It's still 6% from gear from that example - and judging from the amount of people who bought the tiny pets for even tinier buffs it would be sufficient.
Scrilian wrote:"High gear gap is bad" - is a myth and stop putting it in every post.
Ok, so please explain why high gear gaps are good or benefitial. the reaction to the R100 patch would be a pretty good start
Scrilian wrote:If its all for the poor new players - they can't get inspired by getting stomped by those who commit themselves to the game and work for their group/gear/comp - maybe its not the game for them. Only RR progression is not enough.
What player is inspired by beeing beaten by gear? Inspiring people needs skill, not a tool that is just way better. How many persons left because they didn't feel their contribution was sufficient and how many stayed?
I've seen hundreds of people give up and one or two stay because of that
Scrilian wrote:Just look at the plain old WoW, nowadays there is barely any real pvp gear progression at all aside from ocasional seasonal T2 weapons and HP pools are so high compared to damage, that literally any noob can open his spellbook, scroll though it, find Shieldwall/Bubble and put it on the cast bar while you burst him down - and still have a good chance of surviving.
different game, but sounds broken if an assist train can be stopped by a mere two spells. Was not and has never been the case here - takes way more effort to prevent someone being focussed from death if the opponents are geared similary. It mostly comes down to gear difference here as well, since most of that saving are raw numbers if all involved know the basics
peterthepan3 wrote:If it takes 1 GCD extra, then why would anyone bother to implement such a change?
Because that gcd opens the window to your team reacting a bit wider, giving people the chance of experiencing being saved. 1GCD without support can make a death feel way, way differently to the one being killed if the team manages to react.
peterthepan3 wrote:you keep proposing the most bollony ideas I've ever heard to address problems that stem from people's inability to adapt to a situation.
if they are so bad, go ahead and propose something that also won't break the game for premades AND give pugs the time to learn - if you don't have a better idea, you're invited to improve my proposal with logically sound arguments.