[PvX] A New Armor Stat Paradigm

[PvX] A New Armor Stat Paradigm

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Part 1

  • Remove all stats from weapons and armor.

Part 2

  • Reduce trinket options to 4 slots (amulet, ring, ring, backpiece).
  • Normalize trinket option slots between PvE and PvP (they both have the same number and type of slot options now.
  • Normalize stats between PvE and PvP (all stats granted by trinkets are now consistent with current PvP-level stats).
  • Adjust current legendary, elite and veteran hp throughout PvE to compensate for the overall player stat-reduction in PvE.

Part 3

  • A trinket is now composed of two unique parts: Greater Jewel and Lesser Jewel (names are just functional placeholders).
    • Greater jewel: Grants high amounts of stat bonuses (similar to the Amulet slot in PvP)
    • Lesser jewel: Grants small amounts of stat bonuses (similar to the Jewel slot in PvP)
  • The Lesser Jewel slot now grants a passive, stackable bonus akin to a rune set bonus.
  • These Trinket Bonuses are to specific, non-spammable activation-bound abilities (i.e. specific skill activation such as a healing, elite or utility skill, combo finishers, swapping weapons, interrupting an opponent, successfully evading or blocking attacks, etc.).
  • These Trinket Bonuses should never feature RNG “on-crit chance,” “when struck,” or “when hp reaches X%” procs.

As a hypothetical example off the top of my head:

  • Berserker (1/4): Swapping weapons grants you might (1 stack; 15 seconds; 30-second cool-down).
  • Berserker (2/4): Whenever you combo with a fire field, you gain fury (5 seconds; 30-second cool-down).
  • Berserker (3/4): Whenever an opponent blocks one of your attacks, you gain might (3 stacks; 15 seconds; 30 second cool-down).
  • Berserker (4/4): If you strike a foe with stability, you destroy up to 3 boons on that foe (90-second cool-down).

(edited by Swagg.9236)

[PvX] A New Armor Stat Paradigm

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

By adding active-trigger, rune-like bonuses to stats and then limiting the amount of armor pieces that actually grant stats, we can preserve horizontal progression. Mixing and matching the rune-like bonuses of a complete trinket set along with large amounts of fixed stats, players can fiddle around with new utility and raw stat combinations in both PvE and PvP.

[PvX] A New Armor Stat Paradigm

in Profession Balance

Posted by: Bezagron.7352

Bezagron.7352

Very interesting, a normalisation of stat construction between all game types is something I’m very interested in. Will have to think on all of this.

But have you thought of keeping the 6 trinkets and allowing runes to be slotted in. This could allow use of the existing Rune system and allow players to equip two complete sets.

[PvX] A New Armor Stat Paradigm

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

But have you thought of keeping the 6 trinkets and allowing runes to be slotted in. This could allow use of the existing Rune system and allow players to equip two complete sets.

I actually didn’t think about that at all. That could actually be pretty cool, I suppose. I mean, my goal with this suggestion was to introduce something completely new for armor in general that would present players with options of mixing and matching stat triads. By making the slot options open for only runes and orbs, that would take away from the idea of mixing and matching stat triads based on the lesser jewel bonuses.

Moreover, we would have to worry about the trouble of balancing how double rune sets would interact. Even though that making lesser jewel stat bonuses would effectively be more work, it would open up to players a new dimension for stat customization without compromising the other stat-related systems that are already in place. Furthermore, it would be a new opportunity to introduce new play-styles and skill rotations into the game based on how the lesser jewel bonuses are triggered. Like I said, the triggers for some of the lesser jewel bonuses could be things that are actually clutch such as combo’ing with a certain type of combo field or successfully evading an attack.