The big bump in item level, along with making them visible, was to allow people to feel that they are progressing more than they have in the past. The big jump was deliberately made to be a control point for data gathering. That data gathering was something that had to be done live (betas and alphas are not going to be representative samples). Pass one has been done, with some tweaks prior to U13. Pass two in is progress. Changes to mitigations were suggested as a means to help with balance. People are forgetting character scaling. Level 10s upped to 95 for Epic Battles were too weak. Giving more spread to lower level items will help some. Changing the contributions of main stats to mitigations helped to bring virtues back into the equation. I still think that ratings -> mitigations, b/p/e formulas need to be less brittle to scaling. Moors scaling shows that. The lumpy curve needs to go away and the tunable parameters eliminated. If they can't eliminate tunable parameters, they need to be simplified to one parameter that can scale better.
Originally Posted by Tobias_R
I cannot emphasize enough that people are overlooking character scaling in these discussion. Ponder that, please, much more than has seemingly been done.
"No sadder words of tongue or pen are the words: 'Might have been'." -- John Greenleaf Whittier
"Do or do not. There is no try." -- Yoda
On planet Earth, there is a try.
Indeed, in a world and life full of change, the only constant is human nature (A is A, after all :P).
We old vets need to keep in mind those who come after us.