Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I think Gear took a step in the wrong direction between GW1 and GW2.
GW1 has a really fun and interesting gear model.
Below are key elements of the GW1 system that are worth preserving:
Example:
That is how GW2 should have turned out.
Sure we have Runes/Sigils, but that’s equivalent to Inscriptions from GW1.
That’s 2 variables less than in GW1.
GW2 should actually have more variables in gear customizability, not less.
So how to apply this to GW2?
Result
This would make collecting gear more exciting, a true item hunt, not for the items themselves, but for the potential Perfect properties you can salvage, and make all the random loot you get have better potential to earn you something worthwhile (perfect properties).
(edited by Nurvus.2891)
Not to mention requiring people to buy more gems so they can expand their bank to fit all this new gear they’re holding onto
Because of those variable upgrades, we didn’t have a weapon upgrade trader, as GW1 traders and GW2’s trading post do not save individual instances of items like in auction house in many other games, but just numbers of how many items of each individual sellable item are.
Instead of bringing to GW2 something that would prevent selling upgrades in the trading post unless they add every single possible version of each variable item, which would be a pain to manage, they should update weapon upgrades in GW1, so they are like runes and insignia, and so they can have the much needed weapon upgrade traders, and people who want to quickly make changes in their gear for PvP with their PvE character can do so like they can with runes and insignia thanks to the rune traders in each PvP outpost.
Wow, I think you’re missing alot of what makes GW1 gear and economy work.
What makes hunting weapons somewhat interesting in GW1, is the fact you aren’t so easily going to get the perfect affixes.
When you get +X% Enchantment Duration, it isn’t guaranteed to be a perfect 20%.
Wich means when you DO get a perfect 20%, it’s worth ALOT.
More than twice the worth of 19%.
Making everything always drop perfect is alot less fun.
GW2 can track individual instances of items, because we’re only talking about equipment and upgrades.
They could change something from GW1 to GW2 to make it easy to handle in terms of information.
Instead of drops generating each property individually, potentially generating an item with 1 perfect suffix and 1 weak prefix, ANet could make it so that a dropped item’s “perfection” affects the whole item.
So if you get a “perfect” Penetrating Staff of Enchantment, both the Penetrating and Enchantment properties are perfect.
If you get a 95% item, all variable properties are 95%.
This only needs to apply to dropped items (and crafted), because the ones you modify become soulbound.
The degree of perfection of an affix could be represented by a color.
100% = red
95% = orange
90% = yellow
85% = green
80% = blue
75% = white
Updated original post with a more concrete idea of how BLTP would display items with the increased number of properties.
Essentially, you’d see the name on the left, 5 collumns (in the case of 5 properties maximum) with the name of the properties, and then the price tab to the right as usual.
Please discuss.
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