Looking at current state of whole crafting/itemization before cap leaves kind of sour taste in the mouth. Main problem at 80/400 will be different, but that’s for a different thread (though partially it touches this a bit as well – namely decay – still the leveling pace makes it de-facto irrelevant before cap). GW2 is a game where in essence a gear is just a tool for the job (which is great, it’s been a while since we had mmo approaching gameplay this way) – thus some decisions are even more surprising.
Main pre-cap issues sumamrized:
- the game throws literally barrels of white/blue/green/ junk at every player – not mentioning story rewards and not too pricy heart vendors; it’s physically impossible to have problems with access to reasonable gear; use what you need, vendor or broker what you don’t – everyone is set for free
- at the same time, some common and practically all fine materials are – in comparison to full items – nonexistent; for some reason it’s logical (?) that you have to kill 10 harpies to get 1 claw (if you’re lucky), even that each of those poor beings have at least 4 per one leg. Not mentioning other things such as like 20-30% dead mobs not even being lootable; or champions having 1 white item, or veterans being worthless to bother with). Sorry that’s korean mmo “logic”. Not common sense or “GW2 is different”.
- pre-cap stuff is for the most part obsoleted in a matter of minutes / hours
- some level stages leave pve drops superior to crafting (e.g. 45, green drops vs. blue only crafts); add the above two points and you have far more and far cheaper equipment from standard mobs than crafted stuff
To emphasise: the discrepancy between material availabilty and full non-crafted items’ availabilty is insane. The damage coming from it is even far worse, because:
- levels 1 – 79 serve single purpose: map content gating – which comes down to essentially skill/trait points; the level range flows rather fast; any pvp is completely exempted from it and everything else is downscaled
- levels 1 – 399 of crafting are somewhat analogous – save few specific things that just happen to be learnt a little bit before 400 with no 400 counterparts, no one gives akittenabout this stuff
Now where do the above points put “discover recipes ! have fun ! craft useful things !” ?
Literally nowhere.
From practical point of view, almost everything pre-80 is pointless – a placeholder in essence, for example – does anyone ever crafted a “minor potion of <whatever> slaying” for anything else than skillup ? Drop rate is upside-down, there’s is zero demand for significant majority of pre-80 crafted stuff. It goes straight into salvage, use + salvage a few hours later, or vendor.
Besides diehard crafting for the sake of crafting (and discovering how ugly say, male’s light rare lvl35 armor looks like on a sorcerer), discovery and experimentation (with random fan db or not) is actively avoided, choosing the most efficient/cheapest route to 400 to get to proper exotics and just avoid the whole material farming chores and/or broker costs.
Was that the aim of the system ?
As mentioned above, almost everything during leveling phase is a quickly obsoleted content filler. It could at least be enjoyable filler, but because of some crazy decision regarding silly drop rates – it’s hardly anything enjoyable or even appreciated.