Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
These are suggestions meant to make the Traits, the Attributes, and their interaction, feel more balanced, rewarding and offer a greater customizability.
Most of my suggestions have similar goals, as you can attest through the links in my Signature, specially those regarding Skill Variants and Endurance.
I will be referring to Condition Damage as Malice, and Critical Damage as Prowess.
Those were their names in earlier development stages.
A few things I would like to indicate before presenting my suggestion.
My suggestions
Please discuss.
(edited by Nurvus.2891)
Another thing that should be done is adding a new Trait Type.
Currently we have Minor and Major.
Alot of Minor and even Major traits aren’t really useful.
Others are pretty mandatory for many builds.
So my suggestion is having Minor, Major and Superior.
Minor would be mostly flavorful.
Major would have some importance for build.
Superior would be the most important.
You’d obtain them at smaller intervals, like at 3-6-10 points invested for adept, 13-16-20 for master, 23-26-30 for grandmaster.
I absolutely agree that the trait lines need to be redesigned, together with their linked attributes. Power should go with the class-specific attribute, precision with crit damage, condition damage with condition duration, vitality with toughness, and healing power with boon duration.
It would open up more build options, but I can see how someone could understand that as a flaw. The thing is, you only need to tone down the most powerful combinations, if their power is deemed too much; you don’t need to touch the niche builds.
However, I do not agree with the rest of the “axe healing power, merge malice and prowess into skills” suggestion. I don’t think that would work well at all. Also, zerkers. Zerkers everywhere.
My suggestions
- Remove Healing Power from the game, and to compensate…
- Make Vitality (in addition to its current effect) also work as a weaker form of Healing Power for incoming Healing
- Make Power and Malice (in addition to their current effect) also work as a weaker form of Healing Power for outgoing Healing
The purpose is keeping a somewhat similar ability to heal, without forcing you to sacrifice an attribute for it.- Give all Skills a coefficient for both Power and Malice.
- Conditions get a 100% Malice coefficient, and a low Power coefficient (25% or so)
- Single-hit Skills get a 100% Power coefficient, and a low Malice coefficient (25% or so)
- Multi-hit and periodic damage Skills get a fairly even coefficient for both Power and Malice
This results in alot more builds, and a greater amount of Equipment variety.- Make Prowess and Precision increase damage from Burn and Poison
- Make each player own one stack of Burn and Poison.
This means 5 players results in a potential of 5 stacks of Burn and 5 stacks of Poison.
Obviously, the healing reduction from Poison would not stack.
This makes Burn – and Combo Field: Fire – less useless.- Replace the “rating” Attribute bonuses in Trait Lines with interesting bonuses like those found in some Traits, such as X% of Toughness converted to Power.
Please discuss.
(edited by Nurvus.2891)
I absolutely agree that the trait lines need to be redesigned, together with their linked attributes. Power should go with the class-specific attribute, precision with crit damage, condition damage with condition duration, vitality with toughness, and healing power with boon duration.
It would open up more build options, but I can see how someone could understand that as a flaw. The thing is, you only need to tone down the most powerful combinations, if their power is deemed too much; you don’t need to touch the niche builds.
The thing I’m talking about is the fact that giving flat Precision, Power, Condition Damage, Toughness, Vitality or Healing Power is not fun or interesting, and as you obtain better gear, becomes less important.
On the other hand, bonuses such as Condition Duration or class mechanic are interesting and do scale as you improve your gear.
However, I do not agree with the rest of the “axe healing power, merge malice and prowess into skills” suggestion. I don’t think that would work well at all.
Healing Power is an unfair stat.
I can pick my favorite stats while using Protection, Blind, Aegis, etc.
But if I want to heal, I need to sacrifice 1 stat – this is unfair.
As for my suggestion on Malice, Precision and Prowess, let me explain again why.
Currently – you either build for condition damage or direct damage.
Some direct damage builds may have bleed as an extra, but still use Berserker gear.
Condition damage builds will almost never have Power.
And even if they do, it’s kind of unfair.
Berserker damage scales to the power of 3 – you have 3 stats multiplying each other.
Condition damage only scales to the power of 2 – you can have precision proccing additional bleeds.
Even if you mix power+precision+condition damage, it’s still 2 types of damage scaling to the power of 2, each – since direct damage increases through precision+power, and condition damage increases through condition+precision.
You don’t see viable builds combining Power+condition without precision.
So my suggestion is actually increasing the number of viable combinations you can make with stats, by making skills use more than 1 stat.
Allowing burn/poison to crit or scale from precision %, and allowing all conditions to scale from prowess, will give condition damage users an equivalent scaling to Berserker users.
Also, zerkers. Zerkers everywhere.
This happens because only direct damage has access to 3 damage stats.
My suggestion makes it so that all types of damage dealing can benefit from at least 3 stats, so that your gear choice actually starts becoming a choice – for everyone.
You say zerkers everywhere, but condition users also have their gear pretty much set in stone – condition damage + 2 defensive stats. Or if you use bleeds, condition, precision + 1 defensive stat.
There’s nearly no -real- customization.
When you pick a weapon, it’s almost like the Traits, Gear and Upgrades are picked for you.
I’ve always felt the game would be better if the trait lines were adjusted and made uniform across all professions. I’d have paired the attributes in each trait line as follows:
– Power/Profession-Specific Attribute
– Precision/Critical Damage
– Condition Duration/Condition Damage
– Toughness/Vitality
– Healing/Boon Duration
I’d simply remove Power, Precision, Condition Damage, Toughness, Vitality and Healing from trait line bonuses, and replace them with interesting bonuses instead.
Different classes have different themes and flavors, so it makes sense they have different pairings available to them.
Let me give you an example of what I would do to Necromancer.
I would change the Curse Trait Line to provide something along these lines:
1 – Critical hits have a 3.3% chance per point (99% at 30 points) to cause bleeding.
Note: This is equivalent to the bonus granted by the Adept Curses Trait Barbed Precision, which would be removed with this change.
2 – Your conditions deal X% more damage per point to Bleeding targets.
(edited by Nurvus.2891)
…
- Vitality is another Attribute that doesn’t really give you much, specially in long fights.
- You take just as much damage
- You take longer to heal up (because you have more health)
Toughness, by comparison, actually scales with incoming damage, and indirectly increases the effectiveness of incoming Healing – since you are reducing the incoming damage.…
man that’s an important point… i was thinking about it all the time and that’s real… you take much damage … but you need more to heal… so the solution is easy:
- to really improve the importance of vitality is necessary to make each heal to heal in % of max hp.
for example:
1- you get 10000hp so your heal (wich scales 50% with your hp) heals you for 5000hp; half of your life
2- you get 6000hp so your heal (wich scales 50% with your hp) heals you for 3000hp;
half of your life and 2000hp less than a build with 10000hp.
that will make a real difference.
Anyway the general formula:
healing skill = x% of hp + (z% of healing power)
can create a great unbalance in classes… since there is a too great difference of base HP among classes.
Also to remove this HP difference among classes and add a trait which allows them to keep up the same (almost the same) advantage will be really important.
Just an example:
→ warriors get high hp pool… so give them a normal base HP and a trait (grandmaster maybe) which give them +300 vitality
→ so they can get back their “peculiarity” or simply look at more
Well, Kjeldoran, my suggestion is “almost” the same as healing as a % of HP.
However, Healing as a % of HP would make Vitality too good.
So I suggest something halfway:
Vitality gains the role of Healing Power, but ONLY for Healing you RECEIVE.
So someone (including yourself) tries to heal you for 4000. Depending on your Vitality, you might increase that to – hypotetically – somewhere between 4500~6000.
(edited by Nurvus.2891)
While reading all of Nurvus’s posts all I could think was:
which
/(h)wiCH/
Pronoun
Asking for information specifying one or more people or things from a definite set: “which are the best varieties of grapes?”.
While reading all of Nurvus’s posts all I could think was:
which
/(h)wiCH/
Pronoun
Asking for information specifying one or more people or things from a definite set: “which are the best varieties of grapes?”.
Maybe he’s German. Or was talking about crafting.
Nope, I’m portuguese.
And thanks for the correction.
What about the thread?
Is there any particular reasoning of mine you didn’t understand or agree with?
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