Attribute rework

Attribute rework

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Alright, not a total rework, just a partial one. Here’s my proposal. 9 primary attributes, all of which scale to 1000 at level 80 and appear on gear/food/traits in a normalized way – with derived counterparts, as below (appearance in hero pane). The first step is combining condition and boon duration into “effect duration” an creating a linked attribute for it, similar to ferocity, then normalizing for standard gear stat bonuses. I think Condition damage and healing power may benefit from a primary stat just so there’s cohesiveness, but others may disagree.

Power – Attack
Profession(i.e.Zeal) – Profession Effect (i.e. Virtue Recharge Rate)
Toughness – Armor
Vitality – Health
Precision – Crit chance
Ferocity – Crit damage
Concentration – Boon/condi “effect” duration
Malice – Condition damage
Spirit – Healing Power
*Agony Res *Magic Find

*non-standard attributes.

I think this would be both more intuitive and more flavorful. It creates both mechanical and thematic symmetry and cohesiveness across all attributes used in builds and would make comparisons simpler, etc.

The second part of this is to allow players to “reforge” any gear with any stat combination (1 primary, 2 secondary for level 80) instead of witholding many possible combinations with only periodic releases and and pre-fixing all gear; requiring numerous copies of the same sets for vendors and forcing players to collect absurd amounts of gear just to be able to experiment.

(edited by Einlanzer.1627)

Attribute rework

in Guild Wars 2 Discussion

Posted by: ChoChoBo.6503

ChoChoBo.6503

I’d prefer a more stream-lined/condensed version of the current system, not an expansion like this.

  • Profession(i.e.Zeal) – Profession Effect (i.e. Virtue Recharge Rate)
    Does Profession attribute fact affect anything besides Profession Skill’s (i.e. F1, F2, etc) recharge rate? If it affected damage, it wouldn’t be applicable to every profession and would be a useless fact to know for more than half the profession. So why list ‘profession’?
  • Concentration – Boon/condi “effect” duration
    There aren’t enough generic boon/condition duration buffs to really merit a skill fact, is there? Most duration buffs are specific (i.e. might duration, bleeding duration, etc). Right now, its just taking up space for a lot of professions/characters and doesn’t need to be there, unless you want to suggest more generic duration buffs, which would be less flavorful, as say a bleeding spec ranger or a might stacking ele. instead it’ll be condi class or boon class which feels more dull and have less flavor.
  • Malice – Condition damage
    condition damage is already the primary stat that affects all conditions differently depending on the specific conditions damage formula, if you wanted more detail you’d have to list condition damage – then a list of every damaging condition, which can be over 5.
  • Spirit – Healing Power
    Healing power is the primary stat for Benevolence, but because benevolence doesn’t have a major roll at the moment, it isn’t listed. That could change in the near future though, sense it looks like they’re adding more and more traits/skills that rely heavily on benevolence (i.e. healers)

Attribute rework

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I’d prefer a more stream-lined/condensed version of the current system, not an expansion like this.

  • Profession(i.e.Zeal) – Profession Effect (i.e. Virtue Recharge Rate)
    Does Profession attribute fact affect anything besides Profession Skill’s (i.e. F1, F2, etc) recharge rate? If it affected damage, it wouldn’t be applicable to every profession and would be a useless fact to know for more than half the profession. So why list ‘profession’?
  • Concentration – Boon/condi “effect” duration
    There aren’t enough generic boon/condition duration buffs to really merit a skill fact, is there? Most duration buffs are specific (i.e. might duration, bleeding duration, etc). Right now, its just taking up space for a lot of professions/characters and doesn’t need to be there, unless you want to suggest more generic duration buffs, which would be less flavorful, as say a bleeding spec ranger or a might stacking ele. instead it’ll be condi class or boon class which feels more dull and have less flavor.
  • Malice – Condition damage
    condition damage is already the primary stat that affects all conditions differently depending on the specific conditions damage formula, if you wanted more detail you’d have to list condition damage – then a list of every damaging condition, which can be over 5.
  • Spirit – Healing Power
    Healing power is the primary stat for Benevolence, but because benevolence doesn’t have a major roll at the moment, it isn’t listed. That could change in the near future though, sense it looks like they’re adding more and more traits/skills that rely heavily on benevolence (i.e. healers)

Regarding Concentration and effect duration – there are actually numerous sources for condition duration/boon duration, which is why those stats still appear on the hero pane. Until recently it was on traits, and it’s still on gear with certain prefixes, on food, and various other sources. The first component of my argument is that those stats should be normalized and added to gear like the others (condition damage, power, etc.)

Regarding Malice, I don’t actually think that would be necessary. Condition damage would be a rating, similar to how it is now, from 0 – whatever. The only reason I even suggested any change to condition damage (i.e. giving it a “primary” stat is so that it follows the same convention as the other stats and is easy to compare at a glance. I do think, though, it would be helpful to have it broken down into the individual conditions in the tooltip.