Alright. I have some issues with the trait system. Namely almost the entire thing. And let me tell you why!
Structure: The trait system, in my opinion, is far too rigid to the point of impracticality. It is streamlined in the worst way. This become apparent when you look at lines like, say, the Mesmer Domination line:
- The tree is Power, and yet it provides Condition Duration as a secondary stat. Why? Power and conditions do not interact.
- The tree almost exclusively buffs the Greatsword, despite Mesmers also benefitting from Power when using a one-handed Sword or many other weapons.
- The tree buffs Signets, despite only one signet (Signet of Illusions) seeing any real benefit from Power. I do realize that this is only a 10 point trait, but really.
Those are just three examples. Let’s look at the Necromancer Death Magic line:
- The first two minor traits in this line only work in any real capacity for minion masters, though the major traits (along with toughness, itself) provide excellent bonuses to any other spec of necromancer. Why put spec-specific traits in the minor slots?
- Both of the 30-point major traits are minion-specific.
- This line has a near monopoly on staff traits (this is part of a larger issue).
Again, just another three. But let’s get down to some bigger themes.
Weapon Traits: There are many weapons in this game that many can use. It doesn’t make a great deal of sense to tie particular weapons to particular stats. Some fit (Necromancer scepters with condition damage), but many don’t, or don’t have to in the way that they are (Mesmer swords with precision, Guardian hammers with toughness). All that this ends up doing is limiting player choice and creative/fun build variety.
Overall Locking: If I am a Guardian, why can I only have Greatsword attacks heal me by investing 30 points into the power line? If I am a Thief, why can I only gain initiative on Signet usage if I have 20 points into the precision line? If I am an Engineer, why do I need 30 points into toughness/healing to have longer ranged turrets with 15% more damage? A great deal of traits have no necessity of being where they are, or limit build variety just be existing in lines.
I’d like to keep this post short, so here is my proposal:
- Remove the lines completely.
- Starting at level 11, characters get 1 Primary Attribute Point and 1 Secondary Attribute Point per level. Each Primary Attribute Point can be spent for 10 of a primary stat, up to a maximum of 300. Each Secondary Attribute Point can be spent for the equivalent for each secondary stat as they exist in the lines. Important thing to take from this: Primary Stats and Secondary Stats are no longer bound to one another.
- For the first 5 Primary Attribute Points on a single primary attribute a player spends, and every 10 thereafter, they may select 1 Minor Trait from the list of all Minor Traits available to their profession for the given level of point investment (for instance, you must have 25 points into an attribute to use any of the 25 point traits).
- Similarly, for every 10 Primary Attribute Points on a single primary attribute a player spends, they may select 1 Major Trait from the list of all Major Traits available to their profession for the given level of point investment (for instance, you must have 30 points into an attribute to use any of the 30 point traits).
- In the end, no player would have any more stats or traits than they would if they used the line system. They do, however, gain much more flexibility and creative options to truly make a character their own.
IMPORTANT DESIGN NOTE: Removing the lines would obviously make the Trait System very daunting for many players. For this reason, I recommend its removal be an option that is given to players who wish to have this level of customization, while allowing players who just want to play to keep their trait lines.
I am open to your opinions and input.
(edited by DFAnton.5304)