Masteries and XP should be one system not two
in Guild Wars 2: Heart of Thorns
Posted by: Dreggon.6598
How many times have you leveled up since skill points were replaced with spirit shards? I’m sure nobody keeps track, since right now the reward for leveling up is nothing. Unless you count the AoE knockback and full health refill – hardly any sort of reward for filling up an entire experience bar – there’s no tangible reward. But when Heart of Thorns eventually comes out, that will be fixed, right?
Only temporarily.
See, right now a mastery track requires two things – sufficient mastery points to unlock the track, followed by a certain amount of experience to make its benefits yours. Don’t have enough mastery points to unlock a track? Your experience will go to waste. 3 months in and you’ve completed all the tracks? Same again. Spend all your mastery points on Exalted Lore and stoner frog shroom bouncing, but don’t have any mastery points left to level gliding so that you can reach all the mastery nodes that require gliding to access? Hope you enjoy never, ever getting to fly around the Maguuma Jungle. Also, your experience points will go to waste. (But also you don’t get to glide. This is an actual thing that needs to be fixed independent of my following suggestions.)
Why are these two separate systems? Why is the only way to get mastery points by finding them in the world, instead of allowing us to unlock them directly with experience? This was how skill points used to work, and nobody complained about that. It was a great system – level up to unlock your skills, or find nodes scattered about the world to unlock them a bit faster. And once you hit level 80, you could keep leveling up to get more skill points, which could be used in the Mystic Forge if you had an excess (we all did). I opened up my mastery page on the beta and was bombarded with eight help bubbles trying to tell me how the system works. I already know how experience works; why not just use that? You don’t ‘train’ gliding by gliding, or exalted lore by reading books, or stoner frog jumping mushrooms by seeing how high they can get you, you gain it by murdering things, gathering resources and completing events. Mastery experience is identical to regular experience and does not need to be gated by exploring specific developer-sanctioned areas of the world. And what if maxing out your masteries requires completion of an adventure or event that’s just too hard for you? Let’s not be elitist – some content is hard. What if Liadry awarded the last mastery point you need to unlock real-life superpowers and 10% off your insurance, but you can’t beat her? You’re stuck.
Masteries should work like the old skill point system. Once you hit level 80, leveling up stops giving… well, levels, and starts giving mastery points. Masteries should cost a certain number of points to unlock, and once you decide to pay those points, there’s no nonsense about ‘training’ them – it’s yours. You’ve already earned the experience, you gained however many mastery points you needed, and you bought the mastery. Transaction completed.
Now thinking long-term: Progression-wise, as time goes on past Heart of Thorns’ release, under this revised system players are going to be earning a lot of mastery points. My main character (guardian) had over 800 skill points when they got changed to spirit shards, without using any scrolls (post-patch I ended up with over 4500 shards, 3000 from scrolls). It’s not unreasonable to assume that dedicated players will be earning several hundred mastery points, and any new masteries introduced in following patches would be immediately gobbled up by people like myself with an overabundance of mastery points. That’s fine – we already earned the experience, but there should still be sinks for mastery points. Ergo, I propose three ‘tiers’ (if you like) of masteries.
5k char limit, cont.