Disclaimer: I suppose to be more accurate, what I really meant was “How GW1 Devs would’ve designed end-game gear had they been called in when ANet had already decided that Exotics were ‘too easy’ to obtain, and the game needed to give players a reason to grind.”
Obviously, if they’d been in charge of the game from the start, everything would look much different and we’d probably have been walking around in maxed out gear somewhere around level 40. This is not a “Let’s time travel all the way back to GW1” thread, but rather, a look at where we could realistically go from where the game already is now. It’s a direction that we could progress towards that would bring GW2 back into line with the original manifesto, GW1’s core theme of horizontal progression and experimentation, and the promises that were made to players in the run-up to the game’s launch, while still respecting the integrity of GW2 as a separate and distinct game from GW1.
Exotic Tier – Character bound, end-game ready gear. Not Best in Slot but good enough to get you through nearly all content.
Fabled Tier – Character Bound Best in Slot gear. Craftable at 450 using a similar amount of mats as Ascended, minus Time-Gated materials. Buyable on Trading Post. “Bridge” between Exotic and Ascended. All tiers beyond this are arguably unnecessary to pursue.
Ascended Tier – Character Bound. Craftable at 500 using the same mats required right now, including Time-Gated components. Not buyable on Trading Post, but available through alternate ways of playing the game such as WvW. Ascended has the Mutable property, which allows the player to switch the Prefix stats at an NPC (similar to respeccing at a Skills Trainer), though you will still have to switch out Infusions or Sigils. Essentially makes your character “Patch-Proof”, if a future change to your class changes the PVE and WvW meta away from all the time you’ve invested in your specific set of gear. Allows you the freedom to pursue alternate characters. Promotes horizontal progression in players, experimentation in builds, and while it encourages a heavy time investment in acquiring it, giving the hardcore players something to achieve, it saves many players a lot of time in the long run by not requiring months of grinding to try a different build.
Legendary Tier – Account Bound. Best in Slot. Storable in your Achievement panel similar to the Achievement Skins. Mutable stats. As a reward for your insane amount of grinding, if you have a Legendary 2-handed sword, you’re forever freed from having to bother with obtaining another end-game 2-handed sword ever again. You’re the master of 2-Handed Swords on all your characters, and are free to devote your time to unlocking other less-common legendaries like underwater weapons. If you’re really crazy and you already unlocked two of the same Legendary on different characters, congratulations, you can refund your second weapon for a different Legendary of your choice. Again, promotes horizontal progression, and arguably saves certain players time as a reward for the grind, though the grind is completely unnecessary.
Plaid Tier – Same as Legendaries, but simply more rare skins to go in your achievement panel that you can use to coat your Legendary items. Caters to the Crazy-Hardcore grinders who only do it for the prestige. Some Plaid items only available in WvW to differentiate that crowd, while other cosmetically different ones are only available in the deepest levels of FoTM.
Just as in GW1, there would be plenty of grind to do, motivated by concrete advantages, but none of it provides direct power increases. It simply enhances your versatility, encourages you to explore how different classes and builds work, and allows you to bring different types of power to different situations.
(edited by Bad Decision Dino.1386)