Maybe there is a common ground that can be reached to where both sides can have cake and eat it too. If we look at other mmos with gear progressions, we find that the gear itself acts as a key to enter new content, thus creating a gated community. So new gear creates a sense of progression through the game. Guild Wars 2 on the other hand is a scaled universe. No amount of stat progression is going to make a player anymore powerful in any zone. Guild Wars 2 wants to focus around the player and not the gear.
I ask: what is the point of higher stat gear progression? Are the new creatures of the world not scaled to balance the stat progression; in any mmo? This is why +stat gear is only a key, not true progression.
A prime example of an excellent RPG that shares some of the same principles with Anet is Oblivion/Skyrim. In Skyrim, you could technically complete the entire story at level one, because the world is adjusted to your +stat progress. I never felt the need in that game to gain ‘godly’ gear, but rather to find gear that conforms my style of play. Guild Wars 2 is no different. I would take Skyrim’s Action element any day over Diablo 3. And I would take Guild Wars 2 element over World of Warcraft.
I can understand that there is many out in the mmo world that want +stat gear. Some do feel a sense of progression when they see ever-so-larger numbers. But I don’t think the core of this is because of larger numbers; rather, I believe its the element that one is part of a gated community. Being part of a group that has progressed through tougher content that others have not.
Now I don’t think im too far off the mark when I state that most who post in the forums, who rage on either side of the argument, represent the ‘hard-core’ element of Guild Wars 2. ‘Hard-Core’ is relative of course, but I think we all share a common perspective on what it is. And the vast majority that we know are still currently playing Guild Wars 2 are relativity still enjoying the content without too much focus on the actual changes.
The only effective way I can think of at the moment to strike a compromise between the two, is to have Gated content but not progression in gear stats. And I truly think that Anet was trying to strike this balance, with gear that offers a pish-posh amount of stat progression, while at the same time, offering gated content at a certain level of one dungeon. Thus trying to appease the vertical progress side while trying to maintain the balance.
My suggestion: Do away with gear progression and find a better way to implement gated content. If it is an infusion route, make a separate infusion slot on the character data sheet next to accessories. Do not have dungeon level progression. Each character should have access to all levels from the beginning. As a player progresses through the different levels, that player gians access to more powerful infusion gear/accessory. The infusion accessories gained from a dungeon will only pertain to that specific dungeon.
I welcome all constructive comments, concerns and questions.