Little Lunavi – Ranger – Rank 4x
[CPC] Insert Coin – Vizunah Square [FR]
(edited by meikodesign.6471)
Balancing traits is not an easy task. I think a balanced base for traits should be defined before balancing more complex traits.
This base should allow an equality between class during the build decision making (eq. making the “Do I want to reduce the recharge of this skill type?” a N points question).
Traits are not balanced between classes and this doesn’t seem to be always intended.
Even if these differences seem to be minor they could advantage a classe more than an other during the build making process.
In order to defined a balanced base, “nominal cases” must be defined for each kind of traits. I guess something like that was made at the beginning but today there isn’t such a base.
To illustrate that, I will approach 4 kinds of traits :
More themes can be approached.
(edited by meikodesign.6471)
I. Traits that reduce recharges of skill types
Nominal cases :
Not nominal cases :
[Warrior]
[Necromancer]
[Guardian]
[Thief]
[Ranger]
(edited by meikodesign.6471)
II. Traits that reduce recharges of weapon skills
Nominal cases :
Not nominal cases :
[Elementalist]
[Ranger]
[Necromancer]
[Guardian]
[Engineer]
[Mesmer]
III. Traits that increase Damage
Nominal cases :
Not nominal cases :
[Thief]
[Warrior]
[Ranger]
IV. Traits that convert a stat into another
Nominal cases :
Not nominal cases :
[Ranger]
[Engineer]
I’d bend the other way for normalizing the traits. Have all weapon reduction traits have a secondary effect, and put them in master tier. Have all utility reduction traits in adept, and move their secondary effect to the master level trait.
IE: ranger traps would have
-adept tier; traps recharge 20% faster.
-master tier; conditions from traps last twice as long and traps cause 100% more direct damage (the second part being a personal wish for traps)
-grandmaster tier; traps now use ground targeting.
The problem with some of your suggestions is that they are comparing things apples to apples when it’s not the case. Should a trait to improve an offhand weapon cooldowns be the same as a guardian’s cooldowns of all two handed weapons? I don’t think so.
Additionally you have suggestions to increase thief dagger damage but decrease pistol damage? Those suggestions would make daggers even better and pistols even worse, when pistols need to be made much better than they currently are, and daggers are fine as is.
The problem with some of your suggestions is that they are comparing things apples to apples when it’s not the case. Should a trait to improve an offhand weapon cooldowns be the same as a guardian’s cooldowns of all two handed weapons? I don’t think so.
I agree, we should be able to evaluate a weapon or a couple of weapons to adjust the traits. But maybe we could adjust them with the nature of the bonus.
I still believe that a good base is a importante step to profession balance.
Additionally you have suggestions to increase thief dagger damage but decrease pistol damage? Those suggestions would make daggers even better and pistols even worse, when pistols need to be made much better than they currently are, and daggers are fine as is.
Imo, the source of this problem is not the traits but the weapons skills (damage coef).
And and I suggested two solutions each time.
+1
Read the thread about skill readjustment threads like this put up hope !
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