So the game has been out for 3 months now, and the original intent of traits was to give players interesting choices to radically change their playstyles. However, aside from a very select few of traits, the majority of these traits either serve as damage boosters or cooldown reduction. The problem with these traits is that they become completely mandatory to use which eliminates A LOT of the potential variety (and fun factor) that could be had within the game. Examples of these traits include:
Elementalist: Deal 5% extra damage to burning foes, Deal 10% more damage while attuned to fire, Fire skills recharge 20% faster, 5% of precision is converted to healing, bleeds you apply last 20% longer…etc
Warrior: Longbow damage increased by 10% against burning foes, Shouts recharge 20% faster, Increased longbow range…etc
In addition, many of the “interesting traits” (Gain 5 stacks of might and 1 strike of adrenaline when blocked, create a lava font when downed, When you are downed, your pet gains quickness…etc) are far too niche and weak and not actively supported by most weapon skills/utilities.
Proposal: What I propose is a pretty simple and elegant solution to the problem which doesn’t require a massive overhaul to the current system and supports the original claim of traits enhancing playstyles. In addition, this also makes it much easier for Arenanet to balance/add additional grandmaster traits should expansions and the need arise.
1. Remove all MANDATORY adept and major traits. Buff and incorporate existing mandatory traits into baseline abilities. Examples of this would be:
a) Deal 10% more damage while attuned to fire = Increasing all fire weapon skills’ damage by 10%
b) Increased longbow range = Buffing base longbow range to 1200
c) Increased Mark radius and marks are now unblockable = Buffing Necromancer marks so that they are now all inherently unblockable and larger.
2. Keep all minor traits and allow players to still invest into individual trait lines to gain their necessary stat bonuses and minor traits. At level 80, players will still have 70 trait points to spend.
An example would be an Elementalist allocating 30 Water Magic and gaining 300 Healing, 300 Vitality, Soothing Mist, Healing Ripple, and Bountiful Power; 30 Arcana to gain 30% Boon Duration, 60% Attunement Recharge, Arcane Fury, Lingering Elements, Arcane Precision; and 10 Earth Magic to gain 100 Toughness, 100 Condition Damage, and Stone Flesh.
3. Allow players the option to choose three grandmaster traits from a list of 12. Players get to pick one grandmaster trait at level 30, another at 50, and the last one at level 70. In addition, merge interesting adept and major traits into existing grandmaster traits. Grandmaster traits can and should include: One Trait for each Utility Skill Type, One Dodge Trait, One Jumping/Falling Damage Trait, and One Spike Protecting Trait. Examples of these are on the second page (not a complete list, just a few rough ideas):