Let me begin by saying this is neither a discussion about ascended gear, nor a place to flame one another (or Anet) back and forth so that the devs have no motivation to read through the thread and nothing gets accomplished. It just isn’t. There are a ton of other places to post your thoughts about ascended gear. What this IS, however, is a place for us to peacefully share our ideas about what kind of progression mechanics we would want to see implemented in the game in the future.
Now. That being said, let’s begin. Anet is right to recognize that progression in MMO’s is important, and I do somewhat agree that the launch version of the game didn’t have nearly enough methods to progress your character. Progression is a huge part of why we play MMO’s. Progression mechanics make play feel rewarding, and they give us a sense of permanence. However, a lot of MMO’s on the market right now are trapped primarily in a gear based progression system, where ever 3 months or so all of your progress is completely overwritten and you’re forced to start over. Guild Wars 1, however, was different.
In Guild Wars 1, there were numerous ways to progress your character without invalidating your old progress. Yes, power creep did happen over time, but the old was never completely usurped by the new. For example, PVE only skills not only served as a gating mechanic, but gave us motivation to go out and accomplish things in the PVE world without ever causing any distress to the PVP crowd. Granted, that itself was usually a little bit grindy, but with newer technology and a much better resource pool, isn’t is plausible that something like this could be added to Guild Wars 2 in a way that doesn’t feel any different than playing the game normally? Something organic, and intuitive, and fun besides?
For example, what if PVE only skills could be tied to progress and objectives in a certain level 80 zone (think temple battles in Orr, but with said zone a lot more geared entirely toward a cohesive goal – As in, what if Orr was entirely about taking and keeping the temples, and all of the events and content tied into that as a considerable and legitimately rewarding challenge?) , and then used as a gating mechanic for a dungeon within that zone? What if we could add some extra incentive to do this by still making these skills somewhat effective outside of said zone, and in PVE at large?
As far as PVP and WVW goes, I’m sure there has to be some sort of progression mechanics that could be better implemented without creating a power gap between players who have a lot of time on their hands, and players who don’t.
Now, those are just my ideas for how better progression could be implemented into the game. I want to hear your ideas, and I want Anet to hear them too. Folks, we need to stop bickering, and instead come together in a positive way and brainstorm ideas of how the game could be better tailored to how WE want to play. So put your thinking caps on, and let’s put our heads together in the hopes that Anet reads this and something good comes of it.