Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Here are some suggestions regarding improving the game, specially its customizability and fun in experimenting with builds.
After each suggestion I try to give a brief explanation on the logic behind it.
Related Topics:
Skill Variants
Sollution to Condition Stacking
Trait Concepts
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Conditions, Hybrids & Stats
What’s the logic behind this?
Currently, the way Stats interact forces players to invest in specific groups of stats, like Power+Precision+CritDmg
By allowing non-stacking conditions to benefit from Crit and Crit Dmg, professions that don’t focus on Bleeds can effectively play around with Malice
By giving periodic damage skills a Malice coefficient, you can have builds that focus on Power + Malice.
Healing & Vitality
What’s the logic behind this?
Trait Lines & Stat Bonuses
What’s the logic behind this?
(edited by Nurvus.2891)
I think with the above suggestions you can actually start building what you like, rather than being forced into stat+build combos that everyone uses, with minor changes to an Utility Skill and/or Major Trait or two.
Included a link to related suggestions I’ve made in the past that, in my opinion, complement this one.
(edited by Nurvus.2891)
The small variety of working, useful builds for each profession+weapon combo evidences the issues with the stats.
Some stat combos, like Power+CritChance+CritDmg, increase your damage exponentially.
Others, like CritChance+ConditionDmg+Toughness, not so much.
I would appreciate some constructive feedback on this important matter.
As the game mechanics settle in, it’s becoming more obvious what – and why – certain builds are clearly superior.
The way traits and stats interact is effectively broken and needs a change.
Changing numbers in itself isn’t enough.
The mentality behind the various trait lines, bonuses, stats and interaction between stats needs to change.
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