I did not know that they said the tier jump was going to be the same difference as the gap between playstyles, it makes sense though. You don't have to delay gratification significantly by the rating reduction, when compared to just a difference in currency gain (e.g. the TBC arena), but could mainly delay choice, which would be another reward for increasing rating. I understand them wanting to drive participation to Warplots, but, if gear acquisition is solely or heavily tied to rating, that participation will drop on the bottom end of the spectrum once they realize they have reached the peak of their gearing (which is what started this line of discussion). Which is why, to drive participation I would use the early TBC arena system for gearing. I only brought it up as you had stated, "Setting up different systems/games and putting different incentives in place and have them not compete is the only way for them not to influence each other in that way". The only way to achieve that is a complete division, and Arena and Warplots are quite different. I agree that the marginal gear differential is a small factor in the outcome of fights, especially for the average player that is not even close to the skill cap. But as you noted, it is this perception/delusion that drives a large portion of the playerbase.