Item level is only part of the picture. We were more generous with PvP Power and Resilience on the Honor gear.
I thought that the amount of all stats on items was a function of ilvl, and weren't customized from item to item, is this not the case?
For normal stats, yes, their total budget is determined by ilvl. Pvp power and resilience aren't part of the normal item budget anymore (which is why pvp gear has two rating stats now, unlike before), and can be raised or lowered as they see fit.
Thanks for the clarification.
Except when it comes to PvP, most people enjoy the aspect of fighting real players in a situation that is dynamic and adaptable. Where playing skillfully and intelligently gets you a win over an opponent. What we have now is such a massive gap in power that no matter how well you play, you can't overcome how much harder your enemy can hit you for.
I'm pretty sure the PvP community wouldn't die over night, I'm pretty sure people would be playing more either because they enjoy the equal footing and because their alts could finally play without being completely out matched gear wise.
You want carrots to chase after? Rewards that do not give you an edge are the answer.
I think this is exactly right. Gear is one form of progression but gear gaps of the levels we're seeing now (and should expect to see in 5.2) don't make sense in PvP as it minimizes the skill aspect of this type of play.
But there are other incentives besides gear in the game already - achievements (bring back the hk titles!), gold, cosmetic gear, vanity items, and most importantly for players that enjoy pvp, the enjoyment that comes from a good fight
If gear was normalized (still allowing for customization in enchants, reforging, and gemming) or if the gap were drastically narrowed (say like no more than a 10 ilvl difference between the worst and best pvp tiers), would we lose some pvpers? Yes - players that play mainly to roll over less-geared others and bots would all vanish quickly. But I think we'd see more
pvp activity from players playing alts and others who are behind the gearing curve.
In addition, I think the pvp community as a whole would be happier. Keep incentives, keep progression, but get it away from gear because it's gotten out of hand.
Positron above me said it great:
We went out and did world pvp before bgs and then did bgs before they had rewards. People pvped for the fun of it for a long time and still do. By that logic no one would have played vanilla.