In Guild Wars 2, when you do well in PVP, you earn gear that looks badass but that does not confer any statistical advantage over opponents. That is exactly how it should be. Cosmetic rewards are fun and maintain a level playing field.
In most MMORPGs I’ve played, the upper tier of PVP gear provides a faceroll advantage over lesser-geared players. The gear scaling creates a lousy customer experience for those players who just reached endgame, are casual, or have not yet raised their gameplay to a level sufficient to earn the best gear. And it creates a situation where I become increasingly bored, because the challenge diminishes as I gear up.
GW2 gets it right. Skill and coordination between players should be the driving factors for PVP outcomes, not gear.
Let me know what you think.
P.S. I have lots of awesome footage to sift through from BWE3, include my 1st look at Mesmer and two full tourneys (we won both). If you watch the outro at the end of the video, you can see me soloing an Engineer at the enemy trebuchet in a tournament match by smacking him around with my Axe. Stay tuned, more compelling content to follow.
P.P.S. I’ll be updating my “Run and Gun” and “Captain Hammer” Warrior specs per the changes in BWE3. I’m glad to report that both specs continue to be fully viable. But then again I never emphasized any of the broken mechanics before BWE3.
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UPDATE (2012/07/23): people have been asking about the gear system in PVE. Read this awesome post by Sotuken on Reddit:
This video was meant only towards Player versus Player (PvP) gear, that is totally separate from the Player versus Environment (PvE) gear.
In PvE the gear gets better as you play along. The only time you use your PvE gear in a PvP format is when you hop into the World versus World (WvW), where you fight in specific maps for objectives and bonus for your server.
I hope that helps. If you want to know something else, let me know.