I don't agree, what's the point of having 170HP at level 1 and 30K at level 80? HP variation should not be that dramatic!
In GW, between level 1 and 20 the variation was less visible! And it was more realistic.
And yet the actual difference was more or less non-existent.
It takes just as long to kill a lvl 20 in GW1 as it takes to kill a lvl 80 in GW2
Manzinger, is it possible for you to throw this on the official forums? I'm sure it'll get nuked right away, but it's worth a shot to get more attention. This is probably the most professional explanation of why this practice needs to stop. I don't want to see ANet fall, and I also agree with the person that pointed out Kristin Cox. ANet would have never done this cash shop nonsense in GW1, the cash shop items were always up-front and honest. I don't want to see ANet fall any lower, something has to change.
It needs to be pointed out that "artificial scarcity" isn't a bad thing in video games. The whole economy is artificial, things only have value because of arbitrary scarcity, and progression/grind vanish when they don't. It's also arbitrary to decide that grinding in a limited time frame (like SAB skins) is somehow inherently more evil than something like legendaries which require vastly more grind, but are always available. The goal of both is to simply get you to run the treadmill after all.
dannywolt, on 15 May 2013 - 09:46 PM, said:
I don't think that limited-time RNG boxes are ideal, but I have yet to hear a reasonable alternative plan that maintains scarcity and high appeal for skins. Even in GW1, the desired items were prohibitively expensive for the average player. Would pricing skins at 2400 gems ($30 or 75g) be acceptable or would this discussion simply be how A-Net was ripping-off everyone with the gem store? I don't see a perfect solution, so which necessary evil do we choose? That's a matter of personal preference.
In Halloween the rare skins were tradeable. So you'd have a population gambling on boxes hoping to get something valuable (even if just to sell), and a population that would drop huge sums of gold on a item if it was guaranteed. This is something like how collectible card games work. This model I'd be OK with, since you have a choice on how to acquire some stupidly rare items, and gamblers would have an idea on their odds and return on investment from market prices. Unfortunately the fused weapons model is what we are currently working with, which makes the rare skins obtainable only by gambling.