Fluffythepoo said:
Actually there's a worse grind now (because its 100% mandetory and you need to have a complete pvp set instead of mix and matching).. before when you used to be able to run a somewhat competedative glass cannon build or at least have more throughput than the pvp geared people. Now you have less throughput (healing and dps) and less mitigation. Blizzard made pvp completely inaccessible to casuals or even pve'ers
I mean i remember doing a 2v2 double feral team in cata and we were north of 2400 in almost entirely pve gear (like trinks and 2 set was it), now i get owned in random bgs by keyboard turners because i have no pvp gear (maybe not quite that bad.. but pretty damn close)
Err...a 2v2 double feral team making it to 2400 in mostly PvE gear was a huge problem. All skill aside, your primary tactic would've been basically destroying people in the first 5 seconds of opening and using instant cyclone to keep the other party CC'd. Worst comes to worst, switch targets/focus and repeat, hit bear form to delay/reset DR's (I believe bear form + survival instincts was near-impossible to kill at one point, PvP gear or not). Didn't Ferocious Bite also crit for eye-popping amounts of damage? You get the idea.
Despite it being very cheap, I don't look down on you for simply doing what the game allowed...at least it helped make the issue more obvious to Blizzard.
I PvP'd from Season 1 to Season 11 bouncing between a mage, lock and warrior...and became a firm believer that the only way to balance PvE and PvP once and for all was to completely separate them. Not only separate gear (i.e. resilience/PvP power) but also separate NUMBERS on individual abilities.
Over 11 seasons and 3 expansions I saw Blizzard hopelessly try to solve an un-solvable puzzle of repeatedly buffing/nerfing abilities in PvE only to have them have disastrous effects in PvP, and fixing stuff in PvP only to have it negatively impacting PvE. The same thing even ensued with gear, PvE set effects were tweaked and trinkets nerfed because they were too strong in PvP. You didn't need to be a genius to figure out that legendaries were flat-out broken in PvP fights (thunderfury, warglaives, mage staff, DS daggers, endless repeats of history) and that PvE trinkets were also huge culprits (hero charm, reign/deathbringer, DS trinkets, etc). We're talking gear that should've flat-out been BANNED from all forms of rated (and even un-rated) PvP.
The solution was so fucking obvious, it was staring Blizard in the face! But GhostCrawler kept saying the same things over and over again like "we don't want to resort to that, it's still
one game"...all while wearing MASSIVE contradiction helmets, because they still ended up separating shit like PvP stats (resilience / PvP power), CC durations (different PvE/PvP durations), fucking
absurd "shared-DR" systems that worked on moon-logic (not even going to bother explaining), Deep Freeze (different PvE/PvP effects), Colossal Smash (different Pve/PvP values), etc. What...a...mess!
Anyway I went off on a tangent there, my earlier point about grinding PvP gear as that everyone should be simply HANDED a basic PvP gear set without having to grind it. Look at Guild Wars 2, now that's how it's done. To start PvP, you first teleport to another zone where there are gear vendors, masters, etc (similar to the war/BG rooms in WoW). Except that the moment you zone into that area, EVERYONE is immediately dressed in a "standard issue" PvP gear set and you cannot equip any other gear from your inventory. There are vendors handing out free gems, free enchants, free respecs (yes, free respecs!) so you can pretty much go absolutely nuts with customizing to your heart's content...you can be a glass cannon if you want, but the standard-isue PvP set still keeps you in check and keeps you from stacking gear that would allow you to insta-kill someone. I don't know whether WoW simply lacks the technology to pull that off, or whether the idea simply didn't appeal to Blizzard or what.
ArenaNet understood that arena-style competitive PvP should ultimately boil down to SKILL and TEAMWORK, not who is waving the biggest sword and has spent the first 2 weeks of every season grinding themselves silly. You can get flashier-looking PvP pieces, but they are purely cosmetic and don't offer any advantage - just be sure that if you come across a rather fancily-dressed enemy in PvP, he will be highly skilled and difficult to bring down even though his gear is the same as yours. That's how it should be!! No grinding FFS, that is for PvE/story fans!