“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
After seeing a red post about how the metrics are supporting our discontent with the new leveling experience, I have some thoughts on how things might scale to feel better for new players and vets. Hoping this can help.
Weapon skills. All of them. Earned by level 10.
One of my favorite things when I started GW2 was picking up every weapon I could use from the vendor and beating the snot out of everything until all the weapons were ready. Even the water ones.
This generally occupied me until level 10 anyway, so I see no problems there. Start with two, unlocks at 4, 7, and 10.
Class specials
Unlocking the special bar early is fine, but dragging some classes out well beyond the realm of patience is not. It may just be Elementalist that’s the big sin, but it’s also the most glaring error.
If I had to put a number on it, all options should be unlocked by 15, if 10 is a little strenuous to a new player. Most other classes should be used to swapping weapons by then, so F1-4 switch shouldn’t be too arduous.
Utilities.
I can understand holding back utility skills a little. It shouldn’t, since skill points show as early as level 3-5 zones. I go to Tela Range on every new character almost right away.
At the lastest, I’d recommend level 10. The player just finished getting weapons, so it’s a good time to open up utilities.
Next slots at 15 and 20? Debatable.
20 and 30 would feel slow, but doable.
Everything ready by the first dungeon!
The original flow was beautiful for this. You had all the tools you needed to take on Ascalonian Catacombs and feel like you had a build started. So what I’m thinking:
Weapons by level 10
All three Utility slots by level 30
Elite skill by level 30
At least 1 full trait by 30 (see below)
Which means traits might have to get fixed too.
So, thoughts? Comparisons? And “make it the way it was before” is just naughty for brainstorming.
Everything ready by the first dungeon!
I think this is a very important point to make and one which I didn’t think of! Excellent example of how changes can have unforeseen negative consequences.
Everything ready by the first dungeon!
I think this is a very important point to make and one which I didn’t think of! Excellent example of how changes can have unforeseen negative consequences.
The most damaging thing the trait redesign did was further the gulf between developing characters and full-80s. I realize that ANet is backing off of dungeons as content, but what is there is a very hazardous playground with griefers and snobs, only made worse by “noobs” and “suboptimal” players getting the shaft. :\
That’s why it’s important for players, especially new ones, to be ready for dungeons when the game tells them they’re ready.
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