With the introduction of the 9/9 patch the unlocking of skills and utility slots mechanism changed quite a bit.
I read about the changes on the forums and Reddit, and tested them myself.
I am posting this after giving it testing and thought, I am trying to be serious with this.
We now unlock the skills on a level base, for the standard attacks these are at level 2, 4, 7, and 10.
In the old system where you would unlock skills with that weapon by killing enemies with it.
I have been playing GW2 since the Betas and have over 1.000 hours of gameplay.
I made a fresh character, a Charr Necromancer and played it until I reached lvl 11 and unlocked my primary 5 attack skills.
According to what Developers said the new Skill Level Gating was implemented because new players felt overwhelmed with the skills, so yes, gating or limiting the usage of future skills to let the player learn skill nr. 1 and 2 first sounds perfectly logical.
But then my question is… what was wrong with the previous Skill unlocking system?
It was clear, you saw the icons and when you hovered over them you could already read their descriptions and consider their possibilities. Upon killing an enemy with the weapon the greyed out icon would gain a yellow leveling bar over it very much like a level up bar, signifying progress. It had a natural flow of learning to it.
Now you have black squares with locks on top of them and when you hover over it they just say: You will unlock this slot at level XYZ.
You are left completely in the dark of what you might expect from your weapons unless you find the Weapon Skills tab in the Hero Panel, which requires a few clicks to dig up.
If the old unlocking system was going too fast why not increase the amount of kills required to learn the next skill on the bar? Because the current system does have a rather major flaw in it currently.
This happened to me and when it did I scratched my head and thought: this might be confusing for a new player.
Having the new level unlocking mechanism looked clean and straight forward, I started playing and the leveling up flow was nice and it all worked fine until I did something every new player does when it happens… you find a new usable weapon and you equip it out of curiosity.
My Necromancer went from an Axe/Warhorn combo to a Staff.
Suddenly there are 5 new skills on the bar, ready to use because you are level 10.
(this was in my case, but it can happen at any level between 2 and 10, up to lvl 23 if underwater skills are included).
A new player will have no idea what the skills do and did not have any gates that would slow them down a bit and let them learn 1 before 2, and the others. There were no gates.
So isn`t this a major problem? Didn’t this scenario just obliterate the new gating system and left a new player with skills they never used before?
Would it be an idea to fix this by taking some elements from the old system and fuse them with the new one? Let the players hover over the grayed out icons and already read the description of what they can prepare for while keeping the level rule.
And when they switch to a different weapon? gray the icon out and let the player kill 4-5 enemies with it before giving them the nr. 2 skill and so on until all 5 are neatly learned?
I do not know if this is the best solution for it.
We could discuss this. What do you readers think?
-sorry for the long read-
Kind regards,
-Kenyon