Ascended gear that works for everybody

Ascended gear that works for everybody

in Suggestions

Posted by: ASP.8093

ASP.8093

Some players really want “vertical progression.” Others only play GW2 to avoid it. Clearly Anet wants to please both, but the current approach is the stuff of many thousands of posts of displeasure.

So, how ’bout you just let us have our cake and eat it, too?

Suggestion: Make ascended items exotic+, with exotic-level stats in “normal” zones and extra power-up stats in dungeons (or just the Fractals-style top-end dungeon content, if that works better for difficulty scaling).

For example,

Red Ring of Death
Ascended rarity
+72 Power
+51 Precision
+4% Critical Damage
Ring
Required Level: 80
+32 Power +4% Critical Damage +18 Precision

… becomes…

Red Ring of Death
Ascended rarity
+92 Power (that’s 67 + 25, same as exotic Ruby)
+63 Precision (that’s 48 + 15, same as exotic Ruby)
+6% Critical Damage (that’s 3 + 3, same as exotic Ruby)
Ring
Required Level: 80
Dungeon power (or whatever you want to call it): +12 Power +2% Critical Damage +6 Precision (these are just the stat gap between RRoD and the standard exotic Ruby)

Doesn’t mess with WvW. Doesn’t make overland adventure zones progressively easier and easier as you release new ascended items. On the one hand, ascended items become much more clearly an “optional” thing for hardcore players; on the other hand, you can go totally crazy on the dungeon stats — +300 Power and +12% Critical Damage? Enh, why not! — without breaking every other part of the game, which I suspect may appeal to hardcore dungeon grinders more than small incremental advantages.

Nemain The Eyeless · [JOY] · Tarnished Coast · http://tcwvw.com

(edited by ASP.8093)

Ascended gear that works for everybody

in Suggestions

Posted by: Onshidesigns.1069

Onshidesigns.1069

Some players really want “vertical progression.” Others only play GW2 to avoid it. Clearly Anet wants to please both, but the current approach is the stuff of many thousands of posts of displeasure.

So, how ’bout you just let us have our cake and eat it, too?

Suggestion: Make ascended items exotic+, with exotic-level stats in “normal” zones and extra power-up stats in dungeons (or just the Fractals-style top-end dungeon content, if that works better for difficulty scaling).

For example,

Red Ring of Death
Ascended rarity
+72 Power
+51 Precision
+4% Critical Damage
Ring
Required Level: 80
+32 Power +4% Critical Damage +18 Precision

… becomes…

Red Ring of Death
Ascended rarity
+92 Power (that’s 67 + 25, same as exotic Ruby)
+63 Precision (that’s 48 + 15, same as exotic Ruby)
+6% Critical Damage (that’s 3 + 3, same as exotic Ruby)
Ring
Required Level: 80
Dungeon power (or whatever you want to call it): +12 Power +2% Critical Damage +6 Precision (these are just the stat gap between RRoD and the standard exotic Ruby)

Doesn’t mess with WvW. Doesn’t make overland adventure zones progressively easier and easier as you release new ascended items. On the one hand, ascended items become much more clearly an “optional” thing for hardcore players; on the other hand, you can go totally crazy on the dungeon stats — +300 Power and +12% Critical Damage? Enh, why not! — without breaking every other part of the game, which I suspect may appeal to hardcore dungeon grinders more than small incremental advantages.

I agree the no stats should be better then exotics. With a infusion slot for dungeons. Players can then upgrade all their exotic skins with a gem and each type of infusion.

Add different types of infusions to your exotics will make the game more tactical.