I don’t even know if I have the right to post in these threads after not having played for so long, so if that’s reason enough to discredit my opinion, just disregard the rest of the post.
I’m trying to be as concise as possible here to not waste anybody’s time.
Open ended or very long term vertical progression is something that will kill any desire for me to play anymore. One of my core beliefs for gaming is that ideally everyone, no matter how long they have played, should not be statistically inferior to anyone else. The first Guild Wars game was so close to that ideal(minus the reputation titles) that it captivated me for years on end.
There are only two vertical progression mechanics I find acceptable and somewhat fun to experience, and none of them involve raising the bar.
The first one is “prestiging” or “releveling”, where you would be able to increase your character’s/gear’s efficiency by resetting its rank and leveling it up again, only that at the end instead of let’s say having 70 trait points available, you now have 75. Naturally, there has to be a definite plateau for that as well, one that a very dedicated player could reach in a short amount of time. I would say no longer than two weeks. Note that this is just an example to demonstrate how such a mechanic would work in GW2. I’m not proposing to increase the number of trait points being available.
The second and my by far least objectionable method of vertical progression could be described as from balanced specialization. For it to work, the whole gear system would have to be based around a never changing maximum value of distributable stat points. Common gear would have the exact same power potential as the rarest of rare gears, with the only difference being that the rare gear drops with very specialized stat point distributions allowing for far more situational builds compared to balanced common gear. Example: Every piece of gear has 100 stat points available with 4 different attributes to distribute them into. The stat point discrepancy between attributes for common rarity drops cannot exceed 10 points. If we have attributes A,B,C and D, the most unbalanced/specialized point distribution for this particular rarity would be 20,30,20,30. Rarer gear would allow for a higher discrepancy, say 90(5,0,5,90).
It’s very similar to how the trait point mechanic works in GW2. The key point is that no piece of gear is statistically superior to another and that there is a fixed stat plateau that will never move. I know that it’s most probably much too late for these methods to be implemented as they would radically change the way leveling works.
As it stands, the reason I stopped playing GW2 is because I inherently dislike the principles behind vertical progression, which is to give the player a short lived stat high that vanishes quickly and leaves other players without the time or will to catch up feeling inferior.