Quote Originally Posted by LariaKirin View Post
Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.

Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.

Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.
Umm...what? Unreal isn't "less drastic gear scaling" unreal syncs you to what is essentially the base itemlevel of level 80, that isn't "less drastic" that is no gear scaling at all, it makes getting any new gear in the entire expansion completely pointless if it were applied universally.


And yes, better gear is supposed to reduce difficulty in encounters, that's the whole point, making it possible for less optimized groups to complete an encounter in the first place.


Sure, you can clear an entire savage tier in minimum ilvl gear with a very good static, good luck doing that in a random party finder group.