Before I start I wanted to thank the developers for the game I’ve grown to love, as I’m sure many of you do. Before GW2 I thought I had an immunity to MMO genre as a whole. But Guild Wars has Many Things That Are Just Done Right, and its robust and streamlined item upgrade system is almost among them. I wanted to talk about this “almost” part today.
Current upgrade system is a strong foundation plagued by issues that make the game significantly less diverse and enjoyable. We all know them, we all encountered them. Now that the developers team is deciding what to do with the Legendary armor, the time is ripe to post this suggestion. By the way, you can skip right to tl;dr: part.
First, let me write down the problems just to make sure I didn’t forget anything. Some of them might or might not be result of the others:
- Swapping runes, sigils and other upgrades is punishing. Swapping is expensive, therefore trying out new builds is discouraged. Replacing your full set of Rune of Leadership feels like shooting yourself in the leg. The game mechanics is terribly at odds with the GW2 manifesto and developers’ claims that they want us to experiment. Swapping stats on Legendary items is useless by itself half of the time because you need to swap sigils with them; soon we’re going to have Legendary armor and the situation will get worse.
- Green, yellow and half or Orange runes have no use, so receiving them as a loot is liability, not a reward. You are almost never glad to see a green rune. You can’t bulk vendor or bulk destroy them, and actually selling them on Trading Post is almost out of the question – noone needs them.
- Some upgrades are unextractable by conventional means. It hurts very much with the runes that are very expensive, unobtainable through Trading Post or put into unsalvageable gear, which might take the punishing aspect of the upgrade system to a whole new level for a newbe or unaware player.
- Ruined unbalanced market. Runes and sigils are mostly split into several best ones and all the rest being useless with zero demand and profitability. Plus couple of overpriced legacy upgrades not obtainable anywhere else (like sigil of Karka slaying). It is not an issue in of itself as Trading Post is something that can be skipped entirely, but it is both a very good feature and a very good indicator of existing issues.
Now, what do we want to acheive?
A balanced state where players can easily experiment with new stats/sigils/runes once in a while for a modest price, probably sometimes even switching upgrades between, say, raid and WvW – but not to the point where you can switch upgrades between encounters in a single dungeon for free.
Why are the most popular/sound suggestions to date not that great? Scroll a couple of messages below and the Pirate Quaggan will show you.
And now, ladies and gentelmen, the solution:
tl;dr: make runes and sigils salvageable. Salvage fail gives stackable trash items that can be sold to vendors for no loss – now you don’t have a reason to sell the runes for their minimum price on TP. Salvage success gives an item that allows you to recover an existing upgrade from an equipment piece instead of destroying it when you apply a new upgrade. The idea is that to replace 8 sigils or runes without destroying them you will need to salvage 10 or 40 other runes/sigils of the same rarity with Mystic or Basic kits respectively – so you basically spend runes that you don’t need to save those that you need.
As a result, a player will receive approximately 1 chance to swap a rune freely per Agent of Entropy acheivement without additional effort. Green/yellow runes won’t clog your inventory anymore and you will be always glad to see even a green rune. 1 Exo rune translates into 16 Rares or 256 Greens, which helps get rid of excessive number of Greens on the TP.
END OF TL;DR
Next parts really only dive in additional details and reasoning. You only might want to read past this point if you like the suggestion or want to argue.
(edited by OmskCamill.6412)