Finally hit cap last night. I get the point of world tiers now, but I still think it's a little on the wasted side. Two invaded missions + a stronghold progresses you a world tier each. Finish the six missions and three strongholds and you're sitting at tier 4, waiting for the raid to hit for tier 5. The difficulty definitely spikes a good bit til your gear catches up at each world tier. Typically I got the gear I needed to hit the item level requirement for the strongholds from the two missions. Tier 2 > 3 I had some bad RNG and my drops were like five bags. I ran a couple of side missions I hadn't completed and crafted a pistol and that finished me up.
The endgame world is a tad more involved. Control points dynamically change control, with NPCs fighting over them. I'm not entirely sure if you can win back the world, but I don't think so. A major end game activity at world tier 4 is to grind control point fights. At tier 4, they have alert levels. Default is 1, and each control point has randomish other world events tied to it, like executions, propaganda broadcasts, etc. You can see them tied to it via a red line. As you complete these, the alert level of the control point increases. Doing this causes additional rewards, some unique, to drop. For example, there are a ton of attachment blueprints that come from these, but they only drop at alert level 3 and 4. I haven't found much info on alert level 4, most seem to write it off as too hard.
For an endgame, I'm enjoying what they've got. My only complaint is pretty much shared with every looter shooter ever; you end up with subprime gear in order to increase your item level. That evens out as you play more though, so I'm not really worried. I am a big fan that seemingly every activity, even every mob, can drop relevant high end gear. Funny enough though, it's kind of annoying. In Jim Sterling's review, he described it as loot fatigue. Fairly accurate description. It's weird to consider that you get too much, when most games problem is they aren't rewarding enough. I think the fatigue will wear off as I come to know what a good roll is. I spend a bit too long looking at drops right now to figure out if it's worth keeping.
Big tip for anyone just starting or at mid game though: Save your skill slot mods. Skill power requirements spike very high, but so do the skill power rolls on your gear. A good example is the holster I have, it has like 1700 skill power. However, high level mods require upwards of 2800+. That 2800+ could be for, for example, +10% damage on a skill. But a low level blue that gives +5% damage may only require 400-600 skill. Keeping some of those around can allow you to mod your skills decently, instead of not at all.
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