In terms of gear progression, I believe the current system works but could be greatly improved upon. I like the fact that in crafting ascended and legendary gear, you have to go around collecting rare, exotic materials to forge a powerful weapon.
The problem is that to craft gifts, bloodstone bricks, empyreal stars and etc, you’re merely grinding out the required component materials for these primary ingredients. Now, there’s nothing wrong with that, because you have to time-gate the acquisition of top-level gear somehow, so that acquiring these items feels like an achievement. Its also a good thing that many of these things can and sometimes need to be acquired through playing different portions of the game; dungeons, WvW, skill point accumulation, etc.
However, I think that ascended and legendary acquisition and that form of progression could be so much more engaging by revisiting the ways that players get these items.
Think about some of the endgame items you can get in the Zelda games. Biggoron’s sword and the Fierce Deity Mask, for instance. Those were really, really fun pieces of gear to obtain! It was awesome how those quest chains were set up, sending you back out throughout Hyrule and revisiting characters, helping them in unique ways to get yourself closer to that end item. All of these items take a long time to obtain, but it doesn’t feel like it at all since you’re doing so many unique tasks to obtain them, rather than obtaining thousands of rupees, rerunning the Forest Temple a ton of times, stockpiling Deku sticks or killing hundreds of Stalfos for a rare drop.
I think that type of of quest chain could easily be integrated into GW2 to keep the time and effort required for item acquisition similar but reduce the amount of grind. Send players back out into the world, doing new tasks for completed reknown heart NPCs, put a forge at the end of a dynamic chain, make the individual legendaries only craftable at specific hard to reach locations, collect and trade items in a personal story quest chain to get a gift-like ingredient, even integrate spin-off rewards in the process of crafting these items.
Even randomly dropped ascended items could be a bit more interesting to obtain. Instead of dropping the ascended chest, drop a key to unlock an instanced jumping puzzle or special activity that the player would need to complete to obtain the items. Here’s an idea: you get an ascended key drop in a Fractal. You use that key to transport you to a solo jumping puzzle Fractal, that has multiple routes that take you to different areas, each of which houses a different ascended stat set with a theme corresponding to that stat set’s name.
EDIT: Now with a picture of what a Biggoron’s sword might look like!
(edited by Telecinision.3581)