TL;DR - Equipment templates are worse for gained item storage, convenience and fashion wars if you invested in Legendary items but you'll still pay exactly the same. If you want the same feature set as players in ascended gear, you'll need to invest in further ascended gear sets, removing a previous QoL of your legendary gear and effectively making it an ascended set with a ~2000 gold tax for different skins. A player storing three different builds and using legendary items gains no skin swapping feature for every legendary used and gains less item storage spaces for every legendary used. As a solution, at the minimum legendary armor should be able to store different skins per template at no additional cost beyond setting the skins. The boring work stuff out bit. Oh no. :# I'll be discussing two fictional players and their characters. I'll also be omitting legendaries that aren't armor. If you include them, and they are shared across sets (such as The Ascension or other legendary trinkets) then the value of equipment templates for a legendary-using player worsens further. To avoid complications, builds will be presumed to use 2 x MH/OH items and underwater gear won't be considered. The main point is to show the disparity in what is gained from equipment templates for players in ascended gear compared with those in legendary gear. Player A bought into the solution of legendary armour. They have three builds - power, condition and support. All use the same armor but load out to different runes, infusions, weapons and trinkets. They purchase enough equipment templates to have three to use for this character. Player B doesn't have legendary armor. They have three builds - power, condition and support. All use different ascended items. Runes and infusions are not swapped. They purchase enough equipment templates to have three to use for this character. When player A comes to set up their equipment load outs they use their legendary armor over all three sets. They have one set of weapons (4 items) and one set of trinkets (6 items) in each of the stored templates. Since one template is being worn, this means that their total storage gained is 10 items per template not in use. Player A, who invested in the legendary armor, gains 20 item storage slots from three build templates. When player B uses their ascended items, they wear one entire set with the template being used and in each other template store armor (6 items), weapons (4 items), trinkets (6 items). Since one template is being worn, they gain 16 items per template not in use. Player B, who hasn't bothered with legendary armor, gains 32 item storage slots from three build templates. Finally, we've seen from the Icebrood Saga announcement that equipment templates will also allow for swapping of skins. Since these haven't been announced to be tied to a template, they can likely be presumed to be tied to the gear in the template. In this scenario, player A does not gain any skin swapping fashion ability. Meanwhile, player B can store three hot-swappable fashion looks. This is a distinct loss of functionality for players that have invested in legendary armor yet they still pay the same to purchase the build templates! This is a major disadvantage to players that have invested in the game and purchased legendary armor. Either these players will need to be happy with their gems (and therefore potentially real world currency) buying them less features (item storage space and fashion convenience) than people with ascended armor or they will need to invest in multiple ascended sets, completely removing major selling points of legendary armor. The boring work stuff out bit has now ended. Yay. :3 I personally think Arenanet have dug themselves into a really awkward hole here. There is no situation in which players with legendary items are not getting a worse deal - they either need to miss out on features, yet pay the same, or invest in ascended sets anyway! The situation also becomes worse the more you have invested into Arenanet's legendary system (you relatively gain less inventory storage space) and with the more build templates you buy and use those legendary items in as you miss out on more possible inventory space savings and more fashion templates. I don't think people should be penalised for being dedicated enough to make legendaries and also wanting to spend to have multiple equipment templates. As a stop gap solution I would suggest allowing legendaries to have different skins when used in different build templates. This should be at the cost of no additional transmutation charges beyond initially applying those skins to the build template. Doing so would provide some parity between the fashion abilities of build templates for those in legendary armor and ascended armor. Hopefully Arenanet realises how poor their current implementation appears to be from the perspective of players that have committed to their previous solutions. [04/10] Updated in response to feedback from another source.