I’m lately thinking about it, due to the April Patch that should reduce the Grind in this game and lead to the point, that people should get faster to the fun stuff of this game, how this mentality aspect could affect maybe also in a more or less positive way the Character Progression Systems in GW2.
Now that there is also the Mastery System, alone its existence allows for Anet also to experimentate more in depthful ways around with the Character Progression Mechanics and reallocate them maybe also to different new systems where they might fit better to or could work more in synergy with other mechanics, well how shpold I say, so that everythign ends up just for the player that he/she feels, he/she has lesser to grind to reach the fun things of this game and become competitive to the point, that you can play faster together with your friends which have maybe already a head start of you.
The first thing that Anet did right here was to implement into the game a Scale Down Mechanic into the Beginner Maps and all others that aren’t Endgame Maps.
So lets take the note from this – anet owns already the technic of Scaling Down in this game.
How could ANet make an advantage out of this gameplay mechanic to reduce the grind in this game and to improve in overall the Character Progression System in this game at the same time???
This is what I requestioned myself and what I want to propose here now, how the answer to that question could end up:
- First Step:
We reduce the Maximum Level in GW2 down from 80 to 50!
While the Maximum Level gets reduced from 80 to 50 the Scaling System will be used to reallocate the Character Progression within these 50 Levels as if we would have still made 80 Levels!
The Result: Leveling Up feels instantly alot more meaningful, our Characters grow in strength alot faster now, each Level Up means instantly a much bigger significant growth in Character Progression.
We get faster our Skills and Traits unlocked, which means, we become faster competitive, have lesser to grind for stuff like Skill Points so that we can also unlock quicker the Elite Specializations. Simple said, we get quicker ready for also the Endgame Content – the Fun Stuff of GW2.
Tomes become more valuable now also to, because you can get now then with 50 instead of 80 tomes a Max Level Character already and be ready for the Endcontent Fun.
With the Mastery System now being there basically making the old Leveling System obsolete, I see no reason why it wouldn’t be more benefitial for the whole game to reduce the Level Cap down to 50 while rescaling the Character progression to make every of those remaining 50 Levels more meaniful and powerful for the Player, while certain Unlock Mechanics in regard of Character Progression could be moved over also to the Mastery System to improve them there and to add new aspects of Character progression, which would be under the normal old Leveling System not possible to be made by the developers I think.
- Second Step:
Rescale down the rest of the Game’s Balance to the new reduced Level Cap.
Instead of having MANY Maps that are differently scaled under the System of Level Caps like this:
1-15, 15-25, 25-35, 35,-45, 40,-50, kitten, 50-60, 55-65, 60-70, 70-75, 70-80, 75-80, 80
It can be drastically reduced and streamlined more to something like this:
1-10, 10-15, 15-20, 20-25, 25-30, 30-40, 40-45, kitten, 50, or even this
1-10, 10-20, 20-30, 30-40, 40-50, 50
This way become alot more of the later maps sooner already “End Content Maps”
A Map for example like Sparkfly Fen with Tequatl inside would be then not anymore just one maps, where you get downscaled, but instead it would be under the reduced level Cap then an Endcontent Map where Players don’t need to get downscaled then anymore and Sparkfly Fen is the first Map, where you meet on a real World Boss and not such laughable baby junk that we have to fight in the other earlier maps before.
So if you ask me, where the point is where a line should be drawn at where Endcontent should begin, then it is THIS MAP, where we meet on the first world boss that owns also the format to be a real world boss, unlike all the other junk before him like Fire Eemental, Behemoth and the Centaur Leader, which are all no World Bosses to me but more like just only “Grand Champions” – a new Category that should get introduced between Champion and Legendary (iE. World Boss), so that we clearly see, that World Bosses are Endgame Content, which you meet on only in Maps with Max Level Cap.
- Third Step:
Rebalancing Stats, Skills, Traits, Upgrades and so on based on the reduced Level Cap to 50. Here again could Anet make usage of the Down Scaling System. We know already how the Stats ect. must be under Level 50. So this rebalancing is basicalyl just a reducement in numbers with not a great effect on Class Balance in the end.
However, thigns like Upgrades ect. coudl become earlier accessable or could have bigger effects maybe already earlier in our Character Progression.
Currently it is like this:
Masterwork Gemstones have currently a required max level of 65 at the moment.
This could be reduced down to say 35, making the upgrade component then alot sooner usable for you and your character to progress.
Exotic Gemstones could be reduced from 80 to 50 as requirement, here it wouldnt have a big difference, but for the weaker upgrades becoming earlier accessible, this means alot. If the weaker upgrade components could then be also get improved to become a bit closer to the max stat versions, then they would become also more valuable. this could be done simply by removing the pointless limitation of the set bonus for example for runes, that also minor and major runes get set effects when used as complete set of 6, the exotic versions shouldnt be the only runes that have 6 effects.
- Fourth Step:
Move Mechanics that aren’t needed anymroe under the Leveling System over to the Mastery System and improve them there.
Example:
The Unlocking of Elite Specializations
Currently we all need to grind for Skill Points just to be able to unlock the Elite Specializations and their Traits and Utility Skills.
This leads to two problems.
- Skill Point Grind from unbalanced Champion Challenges in PvE that you can do only as a small group, but not alone, which causes frustration to players if you must rely yourself on others just to progress with your Character
- The issue is completely circumventable through WvW Grind, but completely defeats at the same time the purpose of the very existance from the skill point system in PvE, if you need to grind just enough WEXP until you have enough Skill Points to unlock everything for the Elite Specialization, when the solution would be alot better with havign this done by the Mastery System for PvE and by the WvW Rank Points for WvW, which is currently also in a huge lack of Character Progresison, because Anet has since year 1 of this game nearny done anythign anymore for WvW Character Progression by addign new WvW Rank Traits like they did in the first year basically with every patch to build up the Character Progression for WvW consistently.
So the soluton should look like this:
For WvW a Player needs from this Point on to spend instead of like 200 Skill Points instead 200 Rank Points and by spending them you completely unlock for WvW only the whole Elite Specialization for all Elite Specializations with the difference, its only WvW, so you can use them through this mechanic onlywhile playing WvW and usign this way won’t work towards Achievements, they will be earned only through the normal PvE method by using the class specific masteries…
For PvE, each Elite Specialization is its own Mastery, the first set of Elite Specializations is bonded to Heart of Thorns, this means, the first Elite Specializations will also be all Heart of Thorns Masteries so that HOT as content will receive through this change alot more HoT Mastery Points to earn. (Some Hot achievements that early rewarded no MP will reward now additionally MP for example and through additional added new Mp from new Achievements for HoT Fashion/Collections ect.
How could such a Elite Specialization Mastery look/work like?
Let’s do an example with the Thief
Teaching of the Daredevil
6 Ranks, Requires a Total of 30 MP, 5 per Rank, will require a new type of Mastery Point, so called “Master-Mastery Point” MMP (German for Meister-Beherrschungspunkt) which you can obtain in this case in HoT only from new Master NPC’s that are fitting to your Class, that teach you the Elite-Specializations.
You have to fulfill 6 Achievements/Tasks for them to earn the 30 points needed to master the Elite Specialization and to learn their teachings completely.
Rank 1 = Daredevil Basics > Unlock the Daredevil Elite Specialization for usage in PvE and PvP with its new Weapon, the Basic Traits (The first 4 Traits) and its Healing Skill
Rank 2 = Daredevil Adept > Unlock the Daredevil’s advanced Traits (The second 4 Traits), it’s first Daredevil Utility Skill and unlock the Daredevil’s unique Equipment Skin (Headgear, Shoulder Gear, Hand Hear)
Rank 3 = Daredevil Expert > Unlock the Daredevil’s last 4 Traits and its second Utility Skill
Rank 4 = Daredevil Master > Unlock the third Utility Skill of the Daredevil and unlock a Elite Specialization unique Weapon Skin together with an Exotic Weapon that gives you the Skin, which will unlock then also automatically the Collection Achievement to make out of it the Ascended Version
Rank 5 = Daredevil Grandmaster = Unlock the last fourth Utility Skill and the Elite Skill of the Daredevil
Rank 6 = Daredevil Sage = Unlocks the Collection for a Class Specific Legendary Back Item and Legendary Accessoire which can eaither be a Ring, an Earring or Amulet, 9 Classes = 3 different Legendary Rings, Earrigns and Amulets with different visual effects they offer in form of Skill Skins
1 for example will contain Skill Skins for Necronmancer Minions to change their looks to something more epic, creepy and dangerous looking (current minions turn into Hellhounds, Fleshreavers, Shadow Skelks ect)
1 other for example is the equivalent for lementalists, turning their Elementals into much more powerful, epic beast forms of elemental creatures to summon, so that the Fire Elementals are majestic Firebirds, the Ice Elemental are epic Frost Wolves, the Earth Elementals are beatiful Rock Kirins instead and the Air Elementals turn into some kind of thunder snakes or so, no clue, but Im sure you will find somethign nice for that too
Anothr one example could change the skins for the engineers turrets to make them look more epic n legendary through the usage of the skill skin change from the legendary accessoire when you equip it and activate the skill skin on the skills (hook symbol in the skill menu to activate/deativate the Skill Skins there)
(edited by Orpheal.8263)