Step 1: Remove unnecessary Upgrade Types like Crests, Talismans, Signets or Medaillons
Step 2 Make all remaining Upgrade Types completely unique and accountbound unlocks that need to be earned and unlocked just ONLY once and can then be used by the player infinitely (see GW1/2 PvP model, where everythign is acokittenbound and needs to be unlocked and is from that point on infinetely useable for you, without that you need to worry about having to rebuy something again if you want to change your build)
Step 3 Turn the remaining Upgrades (Sigils, Runes, Gemstones) into build defining mechanics, where every Upgrade Type is responsible for something different:
- Sigils = Affect Combat/Class Mechanics = On Weapon Swap, Dodging, Blocking, Healing, On Skill Activations, When Attacking, When receiving Damage, When using Class Skills (like Steal, like Shrouds ect.)
- Runes = Affect Traits and alterate/empower them or add new effects to them
- Gemstones = Affect Attributes. Give Attributes additional secondary effects
Step 4 Give all three Upgrades a complete Quality Set that goes from Common to Legendary.
Common = Level Requirement from 1 to 15
Uncommon = Level Requirement from 16 to 35
Rare = Level Requirement from 36 to 55
Exotic = Level Requirement from 56 to 80
Ascended = Level Requirement 80
Legendary = Level Requirement 80
- Sigils add unique Skill Skins
- Runes add unique Mastery Unlocks when you use a complete Rune Set
- Gemstones add unique Finishing Moves
*Change to Rune Sets: *
With Runes becoming accountbound upgrades, the Rune Set System needs to be changed. Instead of having to get together 6 pieces of the same rune, the chosen Rune you want to use has to be empowered now up to six times to unlock its potential and so more oftenly you emporer a Rune, so more Rune Slots will fill your chosen Rune up in the Equipment Screen of your stuff you wear.
Each Quality Set is accountbound and needs to be unlocked then step by step by the player and is infinetely useable for the player, once unlocked for the account.
Step 5 Remove useless/unneccessary Upgrades, from the Game and change, all those, that make sense into Masteries, or merge them into other Sigils/Runes/gemstones that make sense to reduce this way the total amount of them to make balancing in the end easier.
Bext example:
All those useless Kill Monster Type Sigils, that are totally useless and would be better when turned into Masteries to give players which earned those an overall kind of “Character Progression Reward” for killing enough of Monster Type X, because its just freaking logical, that one should become more expertised and effective over time in killing a certain monster species, so more of them you kill.
It is unlogical to be just better at killing monster species X, only because you use a certain sigil at that moment.
Step 6 Implement if neccessary a new “Talent System” to improve the overall Character Development System, if reallocating all the upgrades should lead to too much Masteries, then change all those passive stuff into “Talents” and let us players change our earned Skill Points into Talent Points, with that we can unlock those passives. – look at this point as an Alternative Plan B if Step 5 means too much effort/work.
However, its just important that the amount of Sigils/Runes just gets reduced a bit, and if Character Development can be improved altogether with this move in one go, then this would be good for the game
Active Effects and Passive Effects should get splitted more by splitting these mechanics between Talents (Passives) and Traits/Upgrades (Actives)
If Anet could do these 5 to 6 Steps, that would improve the whole game in my opinion sooo much and would make in the end adding a build Save System also ALOT easier, because so easier the Upgrade System is and when Actives and Passives would get splitted better between two systems (Talents + Traits/Upgrades), so more easier and effective can handle a build save system all the required mechanics to save and change your builds for you when the infos that need to get saved and handled get reduced for that system to the most neccessary minimum.
Something that can be in my opinion only achieved, if the amount of upgrade types gets reduced and changed all to an accountbound mechanic, because of a build saver would have to handle also unneccessary problems like soulbound/accountbound differences.
This would make things only unneccessary complicated, when there is an easy way to make all things more handy and comfortable for a build saver, when all mechanics share a same main system that is called – everything is accountbound for the Build Saver.