“Maybe I was the illusion all along!”
Crafting - The bridge between PvP and PvE?
“Maybe I was the illusion all along!”
I, for one, always hated PvP-crafting in order to get the skins I wanted. Especially if that crafting also comes with RNG of different skins.
What I want is a clear and objective reward table, based on gameplay and not on Crafting. for example:
- 150 tournament wins with a class using a sword main-hand build
- 150 tournament kills with a sword
Reward: PvP: Infinite Light
Numbers and example are clearly thrown around, but that’s the idea I woud like the most.
TL;DR: I want to be rewarded for my skill, not for my time-grinding ranks
Even though GW2 has not the worst crafting system (I’m not talking about the mystical forge), I’m no fan of crafting.
Crafting = PvE. But I want kittenin play PvP and not craft some stupid kitten.
Crafting PvP mats in the mystical forge is, for my taste, already enough crafting in PvP and i definitifly don’t want to see more of it.
Directly buying armor and weapon skins from vendors would be my optimal solution to “fixing” PvP rewards. No opening random chests, no salvaging, no mystic forge RNG, just walking up to a vendor to spend gold in exchange for a specific item you want. Rank limitations could stay in place, and the skins could be reasonably expensive, but if I want a skin it means I can play to get the rank and money required and then obtain it.
The Mystic Forge method is silly, crafting isn’t part of a PvP experience, and neither needs to be shoe-horned into it. Look at any other successful PvP game and how they handle cosmetics and it’s simple: use real money or a currency earned in-game by playing to purchase or unlock skins.
No crafting. No Mystic Forge randomness. Set a cosmetic goal and then go after it. Additional systems only complicate things unnecessarily.