With all of the rage about the Ascended gear (which I’m pretty disappointed about as well), I started pondering MMO design in general and certain design choices made in this game.
Here’s the thing: even though GW2 did away with some MMO conventions, it didn’t go as far as it could and in many ways should have; the only way it really feels much different from other MMOs is that it lacks the strict enforcement roles and feels a bit more dynamic. Considering that, it’s really no surprise that we’re seeing the introduction of what will likely lead to never-ending (even if it’s gradual) progression.
One thing that particularly bugs me about gear and the way it typically works in MMOs (including in GW2) is that they think along the lines of “the more gear the better” when in reality that’s not true. The more unique gear the better, but having endless iterations of the what is fundamentally the same gear is pretty nonsensical. At a certain point, having too much gear becomes overwhelming and trite.
What would have been my solution? Gear should not have both level and rarity, it should only have one or the other. This would have been a great change to make for GW2. Allow me to elaborate.
There are 5 rarity categories (all the current ones except for Ascended), and no gear levels. All “growth in power” is tied to character level primarily and gear rarity secondarily. Legendaries and Exotics could have had the same stats, but I would have even been okay with Legendaries having slightly higher stats due to the degree of difficulty in obtaining them (which I suppose is no different than the introduction of Ascended gear).
This would have several benefits in game:
1. You would not be forced to micromanage your gear constantly as you level. You would only need to replace a piece of gear if you obtained a better quality one, but there would still be plenty of diversity through skins and specific stats and you could micromanage it as much as you want.
2. Crafting could be cleaned up substantially and made much more interesting, which would in turn affect the game’s economy (hopefully for the better).
3. You could hang on to gear you like much longer.
4. It would be easier to manage your inventory and sets of gear built for specific builds.
5. More development resources could go to gear variety in terms of skins/themes and interesting effects rather than endless iterations of the same gear for different levels. In effect, loot tables are much cleaner and gear is more exciting to get.
6. Too much gear (especially when it’s based around stats and not skins or cool effects) is actually trite and tedious to deal with.
7. It just makes more sense from a simulation point of view.
Now, what does this have to do with Ascended gear? Admittedly, not a lot directly, but I was thinking in terms of the way stats are allocated on gear being set in stone based on the gear’s rarity level. So basically it would be a way to help prevent constant inflation of stats on a particular tier like how it happens in WoW, which helps reduce power creep.
Bottom line: Stats aren’t that interesting, especially when you’re only talking about increasing the same stats by a few more points. The game would have benefited from having cleaner loot and no level attached to gear.
(edited by Einlanzer.1627)