The distinction between horizontal and vertical here is critical and I believe some people misunderstand it. When we say the progression is horizontal what we are really saying is that we will give our best attempt to balance things so they are approximately equal.
Yes we have and will make mistakes, but we will also try to correct those mistakes. I know people don’t like the current rate of balance changes, and we hear you, but that is another issue entirely.
Might it be considered that the difference between horizontal and vertical progression is not the core issue here, but rather, progression mechanics interfering with gameplay versus progression mechanics that do not? Arguments have been circling around the vertical vs. horizontal issue, but I think they are buzzwords that miss the point.
Yes, the implementation of unlockable skills and traits is not vertical progression. It doesn’t inherently grant increased power to players who go through the effort of unlocking them. Vertical progression does not have a place in PvP and it is being avoided, in favor of horizontal progression, and that is good.
Unfortunately, the horizontal progression being implemented is not the kind that was expected, and as you can see by this thread, not the kind that players are in favor of. This isn’t necessarily because it is being perceived as vertical progression – despite the arguments being made – but because it is a source of interference with gameplay. The issue is that skills and traits are being locked away at all, not misconceptions that having them unlocked will make certain players better than others. The original stated intent for PvP was a level, all-access playing field for everyone, which was good. It is one the reasons PvP in this game was warmly received to begin with.
There are numerous ways to further develop horizontal progression for PvP that do not interfere with gameplay. We don’t know what is coming in terms of reward systems, but there is great potential there. Cosmetics were the original progression for PvP players, and while the system which was (and/or still is) implemented wasn’t the best, it would be a place to look for improvement. Skins that can only be unlocked in PvP would be great. PvP legendaries? An awesome goal to work towards.
There’s achievements. Currently PvP achievements are pretty lackluster. Why not extend the Champion titles for tournament wins? Make them upgrade with additional levels, like title tracks in the original Guild Wars? When the achievement system was updated, the ability to tie item rewards to title tracks was added, and something could be done with that. Would it encourage me to play if I could unlock an exclusive weapon skin for winning 500 tournament games as a mesmer? Yes it would. What about an exclusive armor piece for 1000 wins?
Those are just two ways incentives and progression mechanics can be improved for PvP that do not run into the issue of interfering with gameplay. Those are the kind of additions that I feel you would see an overwhelmingly positive response to, instead of multiple forum threads asking the developers to rethink their decisions.
Yes, high level players will find the best combinations. They already do, and have this advantage over new players. It’s one of the skills they’ve learned that makes them so effective.
The thing about this is that part of what makes a PvP game community great is when high level players can share their knowledge with less experienced players. Writing guides, making videos, teaching new players what works and why. It’s something that has been happening since launch and is a benefit to all players.
However, when skills and traits start being gated, this ability to freely share is hampered. It’s no longer a simple matter of offering new players guidance in terms of what skills and traits they should try for a certain profession, because the issue of what they have access to has been introduced. It will not be a huge issue immediately, unless certain profession’s meta builds tied to the new traits, but you’re encouraging us to think long term – what about when half of the traits are not core? Once the utility skills available has doubled?
Should anyone wanting to help new players with their builds just say “gg, come back after unlocking x, y, and z?” Should an ecosystem be forced where guides have to be made specifically for core skills and traits, even if those builds are less effective or ineffective, just because that’s what new players have access to?
Is that the new player experience Arenanet truly wants to encourage?
If guidance is what you are after, I think there would be greater value in letting it fall to the community. Provide encouragement to write guides, to make videos. Let us help each other rather than hindering what players can do without an investment in time and money.