Ascended gear variety

Ascended gear variety

in Guild Wars 2 Discussion

Posted by: Suth.8567

Suth.8567

As most of us know, With the January update, ascended amulets have been introduced, with a variety of inscription prefixes.

There are three amulets available for each inscription type, one with an offensive, a defensive, and the newly implemented utility
infusion slot. This accounts to a huge amount of available amulets, as it is. People are at the moment able to buy these via the new
currency ‘laurels’, which is obtained at a rate that allows a regularly playing user to achieve to complete one amulet of his chosing each month, approximately.

Popular inscriptions such as berserker and soldier are included, so that these players have a rewarding, but time consuming, way of improving their toon.
Other inscriptions, that are maybe not so popular, but used by a variety of players, are not introduced, though, like, but not limited to Carrion, Knight’s, Cleric’s , Rampager’s. This limitation can also be seen in all other ascended items, so far. These players might ask themselves why they are not able to itemize their characters as they are used and prefer to. Some will just not care and turn to other itemization options, but others might just not feel the urge to obtain other ascended gear, and will feel as if they are left behind the other players in item quality.

What advantages do seperate types of infusion slots offer?
There is a possibility to fill an infusion with offensive stats into a defensive slot, it’s just more expensive to do this instead of putting a ‘fitting’ offensive infusion into it. The same applies to filling defensive stats into offensive slots. In addition to that, Utility slots can also be filled with attributes that are not used in combat calculations, and as such do not provide benefits to a player that wants to update his toon in a competitive direction, but allows him to get things like a bit more coin per kill or a bit higher chance to get a desirable drop.

My bottom question, having all of the above in mind, is that why is it more important to enable some players to choose between three items that have stats exactly to their liking, and other players are completely left out?

In addition, why add a third infusion type when you could also instead broaden the stat variety and add a new infusion slot type in a month or two, when hard core players will have completed their first amulet?

It is unclear to me in which way the Guild Wars 2 design is improved by having these three infusion slot options instead of just a one size fits all implementation.