Coming on the heels of yesterday's attempt at offering a rational solution for what I perceive to be a problem, I've now seen the Blue Post regarding clarifications for the Valor Point changes in 4.3. For a good summary of the information, check out WoW Insider here.
My initial reaction is to throw things. It's a joke that the raid finder's limit on VP is 500 per week. Can you even get anything for 500?
For the record, a new piece of gear PER WEEK is not fast. I understand the need to cap VP gains so that people don't chain run and replace all their gear in a short amount of time. What I do not understand is why the devs feel the need to force us into a breadth of activities to achieve these Valor Points. You can't just pick the path you enjoy the most, because the limits on each are set low. You have to do multiple things if you want to gear SLOWLY. As in, one piece of gear per week slowly.
That is bollocks. How can they get this right with PvP, yet bone it up so hard in PvE. Slap an overall VP limit that is right around the average cost of a piece of gear. Then, simply let folks decide what they want to do to get there. It's fine if you put a slightly lower limit to encourage people to try a different path each week... but 500 is far too low for that. Heck, 1000 is too low.
I'm okay with big items like tier pieces and/or weapons costing double. But in my opinion, the goal should be to make it possible for people to gear up, on average, one piece per week. At that pace, content will be cleared, and you don't have to worry so much about when to nerf. They've already admitted that we're behind, in general, where they want us to be... why impose more limits on VP? Open it up for Light's sake!
The problem I see, the disconnect, hinges directly from the statement that the "aim is to return to the days of valor points being a consolation prize rather than being central to the gearing process." Aka - we want you to gear through raiding. Then fix your damn drop system! It's awful. The loot tables are awful. What drops is awful. The things people need don't drop, and the items people can't use always drop. Who are these tuned for? I've not seen one post ever where someone has said: "Wow, I seem to get all the drops I need through raiding."
VP is a necessary part of the gearing process because Blizz has MADE IT SO. EGADS! It's working as felling designed (if not intended). How the fel do any of these VP changes help make it easier to get gear through raid drops? All I see is a bunch of restrictions as if they're afraid to make VP "too good" and to limit the number of drops you can get to make sure people don't "overfarm" or something.
Here's a thought: GETTING GEAR IS FUN. By placing all these ridiculous limits on gearing, not only do you make it harder to understand, but you are restricting THE FUN. You wouldn't have to nerf the fel out of the raids if you'd simply let us gear a bit faster.
The base problem I see is this: The gear you get per hour spent doing PvE things is horrible right now. As I said yesterday, for PvP it seems tuned correctly... and CP/HP is an integral part of the process (you don't have drops). So either fix the drops in PvE to be more effective, or embrace that fact that token points really aren't that bad when tuned correctly. I don't think a new piece of gear per week is too much to ask. Especially at this new, faster release rate. If you want us to burn through content, you're going to have to speed up the gear. Instead, we seem to be going the other way with it. Why?
I've seen the "gearing up" malaise strike a lot more people this expansion. It takes the form of "why even try when the gear is going to be obsolete in a month or two." It's pretty simple to understand why. If you spend a whole lot of time and effort getting something, then you want it to last. Seems at direct odds with pushing people through content faster. Make up your mind, Blizz. What do you want? Valuable gear spread out over time, or fast paced adventures through quick-released content? You can't have both.
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