Warning: this is very long. TLDR alert.
I have an idea that might be worthwhile to look at for the trait reiteration that the devs have talked about recently. It centers around organizing traits into five categories that everyone benefits from, replacing what i think is a redundant attribute, and doing so without sacrificing the identity of professions.
I. 5 Concepts
So there are 12 traits per trait line, for a total of 60. If you take the concepts of damage, control, and support and dedicate the traits for those alone that would be 20 for each, however, I do not believe that is a total picture of how the game works.
So I’ll start by talking about two more concepts that are worth putting into traits – mobility and active defense.
Mobility is mainly defined by speed, stun breaks, and creating / closing distances. This is critical to aggressive play, getting to points for capture, getting out of trouble, and resisting control.
Defense is mainly defined by endurance by either using it or not. I think there needs to be a paradigm shift on endurance, with it either being a source of passive bonus or using it actively for benefit. This is similar to how signets are designed, and I think would make every profession similar in capability for survivability in conjunction with support.
Currently, every profession already has traits that fit into these categories, so they wouldn’t take a total revamp or anything – warrior’s sprint as an example of mobility, and vigor on stances for defense.
This would make for 5 different areas that everyone benefits from, for 12 traits each.
II. Endurance Regen > Critical Damage
I propose merging Precision with critical damage as an attribute, with critical damage scaling by how much Precision you have.
The reason for that is because anyone who wants to itemize critical damage and precision necessarily has to give up a significant amount of potential defense, healing, or condition damage, when it is redundant. Critical damage ought to be a rune and major trait thing, not a bonus to choosing a certain trait line.
I suggest making endurance regeneration rate its replacement. Nobody doesn’t benefit from endurance regen, and would fit the theme of defense quite nicely without upsetting the balance of the game. Endurance is already given incentive, why not make it just another centralized option?
Would it make precision too strong? Not if you scale it appropriately. The goal with precision is to make it a risk/reward option vs. the flat bonuses you get from power and condition damage, but to not have to give up too much.
Right now, we have so many options for offensive play and about half as many for defense. Critical Damage, Precision, Condition Damage, Condition Duration, Power, Boon Duration vs. Toughness, Vitality, and Healing Power?
You will see my strategy that makes this more balanced below.