I agree with ArenaNet’s comments on the latest AMA, and later Mike O’Brien’s comments, that items should not require grind in Guild Wars 2. Something can be difficult to get (as in, it’s challenging, not merely a mindless grind), time consuming, and etc, without being a grind. Grind, in this context, defined as repeating over and over a piece of content that is not fun.
Something that bothered me in Guild Wars 1 was how everything could be bought with gold. A bot manager, if possessed of a strong sense of humor, could dress its bots in the rarest armor in the game (Fissure of Woe armor, for those who played GW), since getting it was basically a matter of getting gold enough to buy materials. This trivialized a large amount of goals in the game into “getting as much gold as possible as fast as possible”.
With both the points above in mind, I would like to present my opinion on the current way to acquire Legendary items.
Gift of Battles: requires 500 Badges of Honor. I really like this one. As many Legendary components, it’s a symbol over mastery of one aspect of the game, in this case World versus World. The beauty here is that acquiring the badges is not a grind – anyone who likes WvW will acquire those badges simply by playing that game mode. Will it be instant? No, it’s going to take some time. But it doesn’t require mindless repetition of a given goal – it’s not a matter of killing NPC X on the sourther supply camp over and over, rather just a matter of playing WvW. The amount of required badges is great, too – considerably less than the extremely expensive full set of WvW armor, enough that someone can get this badge within a few months of casual play. I would be happier if the badges weren’t available from the jumping puzzles, since those are basically a way to skip everything I have said above, but oh well.
Gift of Exploration: requires world completition. This is a great one, too. It’s a symbol of exploration, as the name implies, and it’s almost the opposite of grind – it rewards going to different places and seeing different things. Anyone who enjoys exploring will eventually get this gift, even if only after months exploring small bits of the map week by week.
Bloodstone Shard: requires 200 skill points. This one is mostly a matter of mastering one character, since it basically rewards playing a long time with the same one. Even ignoring how this one is almost given freely when earning the Gift of Exploration, it’s a nice idea, too – everything rewards experience, and getting 200 points is not unreasonably much. Anyone who simply plays the game and do whatever he/she wants will reach this one within a few months.
Obsidian Shards: require 525.000 karma, and is a way to show mastery over dynamic events. When I first learned of this one, I thought it would be a massive grind – but in the end, it’s not. Playing the game normally for at most a couple hours per day was enough to get half of that without any need for repetition. The rest came from using the Jugs of Liquid Karma acquired by doing some daily achievements and two monthly achievements under karma buffs.
Dungeon Gifts: require 500 dungeon tokens from a single dungeon. They are easy to get, and with each path giving 69 tokens as they do today, someone can get those gifts by doing all paths once per day in less than 3 days. Ergo, it’s also not time consuming. However, despite how it’s something that can be acquired easily and quickly, I think it has been designed badly – it still requires repetition, and so still requires a grind. I think the gifts would work better, and be more interesting, if it required doing all paths in all dungeons once (same as the current Dungeon Master title). This would be harder and more time consuming than the current system, but I think it would be more fitting to ArenaNet’s philosophy in trying to avoid grind, and in rewarding players who see everything the game has to offer.
Everything else… Is bad. For everything else, the limiting factor is gold. If the current method to get a Legendary required only the Icy Runestones, which go for 100k, it would be ok – a lot of things reward gold, and having one part of the Legendary linked to gold earning would make sense. The issue is that more than half of the Legendary components are basically a matter of farming gold – from both crafting materials gifts to all the materials required to craft the weapon gifts and all the ectos required for the Gift of Fortune and the Mystic Clovers. And that’s ignoring the precursors, since they will eventually be changed anyway.
I believe the process of acquiring Legendaries would be better if it focused more on things like the Gift of Exploration and the Gift of Battle, and less on things like the grind required to get the Gift of Magic and the 250 Globs of Ectoplasm needed for the Gift of Fortune.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons