I think that weapons, and items in general are a little disappointing. Seeing the reality of the end game farm, along with the fact that your reward is pretty much interchangeable weapon skins that have no noteworthy stats or qualities beyond visuals, was a bit discerning. The material farm, the dust farm/price, lodestones, precursors.. All this stuff is fine, but I’m sure I can speak for us all when I say we really want something more than a skin out of it in the end.
So this brings me to my first idea..
Aging
The first step to bringing us closer to our items. I played quite a few games with different versions of this system, and every time I really enjoyed it.
In GW2, a weapon could start off on the first stage, with no benefits. You would age a weapon by using skills, and if your skill has an effect on another person/npc (damage done, healed, utility used) the age bonus is multiplied, given you’re using the weapon in action.
With time, your weapon would advance through stages, gaining certain bonuses (a side idea: you could use items made from crafting professions to influence or ‘reinforce’ the bonus with each layer of aging.) These stages can also give visual effects, varying from the basic tarnish and wear on a low sword, to a mystic glow on a staff showing the wielders affinity to the weapon. Each stage could also give the weapon a new prefix:
Scuffed -> Aged -> Ancient Greatsword, as an example.
Another idea, which would also work on armor, would be for aging to come with use of the stats on a piece of gear. So if you crit, any gear with +crit would age. If you heal someone/yourself, your +healing gear would age, and so on.
This could bring different ‘stages’ to certain rare items, giving more of a sense of progression. It may also help deal with PRECURSORS, as a well aged weapon would be worth more to Zommoros. Or take the dependence on the Forge out completely, leave the low chance to get a precursor, but one could also be obtained by aging/reinforcing a weapon properly.
Marginal stats/effects/visuals from aging levels are great, but the real fun would come from aging them fully, which brings me to my next point:
Special Procs/Effects
When a piece of gear is fully aged, it should come with a bonus specific to that item, such as a proc or a stat that really defines it. As an example, Final Rest, where the demon on the end would grow as the staff ages, and when fully aged, the demon would attack your target after a skill (more of a damage boost and a visual, as opposed to a pet).
The same could be applied to armor, where a fully aged mesmer helm may give you a 2% chance on being hit to teleport your enemy back 5 seconds (just throwing out ideas, just something more dynamic than the usual +5 to this, +10 to that). A fully aged molten shield could have a chance to erupt depending on the noise of the skills cast around it (gunfire/explosions/yells have more of a chance to set off).
A 5-piece fully aged set could give you a dynamic aura related to the gear, for example a rare necromancer set that has a cloud of death, decaying the strength of healing (more random ideas). A mesmer set could have the visual of illusions trailing behind you as you run, like an echo. To add dynamic to it, any enemy that touches an echo would get a stack of refraction, which would begin to slowly bend and distort their screen as stacks build.
That’s not to say sigils should be removed, I think they should stay right where they are.. There just needs to be something more.
These are all just ideas and in no way am I saying the skills themselves would be completely viable or balanced, it’s more just to give you an idea of the whole system :P
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Thanks to all for reading this huge post, looking forward to hearing all responses/ideas, and I’ll definitely post more as I think it over, but I think whether they take my route, or another, this game has SO much unused potential in the item system. When comparing it to all the other things GW2 does so well, I think it’s only a matter of time ?