Funny, because first you say that unless the thing I said was implemented, what I said would not be viable. If you’re arguing that a single-mushroom daily limit is a gate, then clearly you’ve not seen the current mission gates based on masteries… single-mushroom limitation is not a gate when you can still wander around and find more mushrooms. Think map completion – we can’t sit around and complete a single heart eighteen times over to complete all the hearts on a map. Do we consider that gated?
The real gating is when you lock masteries behind each other. For instance, if you could pick and choose any of the masteries to level at any given time, and then the next one costs more xp, etc, etc, it would be less gated. But currently each one is tiered, even though (apart from the gliding mastery) nothing is related to its preceding mastery point.
A bit like the new skill circle setup (which replaced the old pick-and-choose skill tree), where we have to level our skill trees with 80% of skills our characters wouldn’t even pretend to practice or care about before unlocking the skills we care about.
And thus the burnout. We’re forced to level and go through entire trees of things we will never ever use just to unlock something minor. This is a huge change compared to the vanilla release of Guild Wars 2, which (minus bugs, but certainly not closed to additions) is what we paid for.
Also, keep in mind that at least 60% of the GW2 playerbase came directly from GW1, and there were very, very few gates in that game. Nearly pure customization.
But then the whole issue isn’t that the system is poorly made, the issue you have is that you don’t get what you want when you want it. I understand that you would rather be able to pick which masteries you want to level in a non-tier order but the result is the same as the current system, you end up with some masteries taking much longer to get. So it isn’t so much that the system is bad/poorly designed, it’s just that you don’t want to level up the other tiers of stuff to get to the one thing you want, you don’t want to take a long time to get them, and you don’t want to do things unrelated to them is what i’m getting from your posts. Also that heart example was terrible example because once you do a heart, it’s finished. Hearts in a map are not one giant cumulative, they are separate things.
Yes, you can’t choose and pick from your skills anymore. Okay, but is that really such a game-breaking thing? Like, are you that flustered that you have to spend 12 skill points before getting the specific shout you want on your warrior? Or having to do 5 HoT HP’s to unlock something you are looking forward to?
I hate to break it to everyone who agrees, but the mastery system was designed for long-term goals upon hitting level 80. It is a well designed system that allows you to do multiple things to earn experience for each mastery and provides incentive for playing all of the content. Maybe you don’t like that and that’s fine but it’s what Anet wanted to do with masteries and they aren’t going to change.
I can’t really debate about the whole system with you if you simply write it off as things that you don’t enjoy because then that’s your opinion. I’ve still yet to see what is so bad about the current mastery system from your posts and more just like “I don’t like this”.
I’ll also ask the question again, because everyone seems to side-step it despite wholeheartedly agreeing that the system should be like this: What is a viable way of obtaining a mastery through physical interaction with the specific task it is related to, while making sure it isn’t easily cleared and without being too repetitive or limiting?