As for crafting your first set of ascended gear we want this to take a bit of time before you get to our horizontal progression systems.
Stop.
Right there. See that?
That’s making people gear up before they get to the fun stuff. That’s exactly what that is.
Throw that out, it’s terrible. Rethink.
Yes.
Can Anet please acknowledge that this type of thinking is the opposite of what was promised at release? If it’s at least formally acknowledged, I can recognise that I’m no longer part of the audience being catered to for GW2, and measure my expectations accordingly.
Anet has already acknowledged this. They have already stated that the manifesto was not a promise and that we shouldn’t take the word of any of the devs as promises. I’m not sure what type of company is so out of the loop that they expect that we shouldn’t expect the words and promises of the company themselves to count as insights into what is to come. But I have basically decided to not believe anything any developer posts or says because it is usually a lie or it is something we won’t see for another 5 years because Anet refuses to share timelines or any reasonable amount of information at all.
I’m not talking about the manifesto. I’m talking about explicit gear/skill system design philosophies like this one, where “everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base.”
I respect that agile development means the details often change, but changes to the above would be a core change to game vision. There is still time to rectify this, but not if the devs are still insistent that we need to sink a lot of time before we get to that equal power base. I bought the game based on that premise. I choose not to buy competitor games because they do not have that premise. At this point, I’m a customer wanting to know how viable it is to continue to invest time and money in a game if the core game philosophies are going to be increasingly abandoned and I am not really a part of the intended audience anymore.
Threads like this suggest they are still open to making big changes to correct these problems, but comments like Izzy’s suggest the problematic design tenets are still very much embedded in the studio’s thinking. So I’m one confused customer at this point.
Every previous CDI has failed to result in any changes that the majority have discussed. Hell the entire WvW CDI was one big circlejerk of devs telling the players that they are wrong.
They abandoned the idea of the premise that you are waiting for the moment they added ascended gear and refused to even attempt horizontal progression. It is more profitable for them to make one new set that takes a month to craft because of artificial time gating and is ugly so it requires you to buy transmutation crystals than it is to make engaging content and build diversity. 90% of the players are still running berserker because
A) It is the best gear in the game, things like healing power and such are virtually useless.
B) Now more than ever we are being forced to choose the most viable gear with the longest shelf life because ascended armor takes a whole month and a kitten ton of materials to make with the time gate.
This means that gear variety is mostly null. Then we have the fact that elite skills are mostly useless and most classes only have one elite skill that doesn’t suck. My guardian for example only has one useful elite skill, renew focus. The others have massive cool downs and what is essentially no payoff. Anets idea of new build variety is a new healing skill?
What Anet needs to do is reduce the cost of Ascended gear and remove the time gate then focus on horizontal progression that is alt friendly and encourages variety.