So few skills and Traits is a killer

So few skills and Traits is a killer

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Posted by: Knighthonor.4061

Knighthonor.4061

IMO the biggest issue I have with GW2’s PvE besides the lack of Raid dungeons and lack of Trinity
Is the small pool of class skills and traits.

I am so bored playing with the same small number of skills. You added 1 new heal. But its a heal. Used few times during combat if at all.

The trait system is very dull as well. Its been exposed more now with the new trait system change from a while ago. You are now only expanding on the Grandmaster traits, which in this system is already the best traits per line.
So why not add more Master and Adept traits that are useful? Because many of them already were filled up with useless traits already. And the options get smaller when you factor in playstyles. How about greatly expanding on your trait system as well. Add new lines as well if you have to. With new roles in those traits. Could be a weapon trait line, for making a certain weapon play a different way or something.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

I have to agree.

We’ve waited far too long on this. We need more build variety. More weapons. More skills. More traits.

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Posted by: petespri.6548

petespri.6548

Agree.

fifteenchars

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Posted by: Draknar.5748

Draknar.5748

IMO the biggest issue I have with GW2’s PvE besides the lack of Raid dungeons and lack of Trinity

GW2 was an odd choice of a game to play if your biggest issues are lack of raid dungeons and trinity. Both of those things were selling points…

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

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Posted by: Crossaber.8934

Crossaber.8934

i have agree skills and traits are lacking.

But raid and trinity are not.

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Posted by: Knighthonor.4061

Knighthonor.4061

IMO the biggest issue I have with GW2’s PvE besides the lack of Raid dungeons and lack of Trinity

GW2 was an odd choice of a game to play if your biggest issues are lack of raid dungeons and trinity. Both of those things were selling points…

on paper it sounded good, but in reality its not a good idea. Many people can back me up there, in that they also thought that sounded like the best idea ever until we got our hands on the game for long term, and realized the limited group content for large scale players coordination is lacking, as well as how zergy the game feels when there isnt a trinity in place where players play a role for the group, each depending on the other in some way.

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Posted by: Lendruil.9061

Lendruil.9061

New Traits and Skills would be great, but we also need new dungeons where we can use them.

Skuldin - No Hesitation [hT]

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Posted by: Knighthonor.4061

Knighthonor.4061

New Traits and Skills would be great, but we also need new dungeons where we can use them.

New dungeons are cool to. But New skills and traits are needed now.

Anet should really look into developing the trait system. it should be revamped into something better for customization.

New Class skills are a must. I am so bored with having so few to pick from. Especially when you factor in play style.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

New Traits and Skills would be great, but we also need new dungeons where we can use them.

They’ve already said that there wouldn’t be any more new dungeons.

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Posted by: ipan.4356

ipan.4356

Or any new skills.

I had a thought today, about weapon skills.

What if, each weapon had a pop up menu like utility skills, but each slot has 2 other (so a total of 3) choices.

So:

Skill 1 (3 total choices)
Skill 2 (3 choices)
Skill 3 (3 choices)

…for every weapon, for each class. Basically, you get to customize your weapon’s exact load out, from a small pool of 3 skills per skill slot. These are all still heavily based on the theme of the weapon, but perhaps each skill synergizes better with different trait builds (for example, one might be great for a Power build, another for a Condition build, and the third better for a Bunker build……)

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Posted by: Ashen.2907

Ashen.2907

Or any new skills.

I had a thought today, about weapon skills.

What if, each weapon had a pop up menu like utility skills, but each slot has 2 other (so a total of 3) choices.

So:

Skill 1 (3 total choices)
Skill 2 (3 choices)
Skill 3 (3 choices)

…for every weapon, for each class. Basically, you get to customize your weapon’s exact load out, from a small pool of 3 skills per skill slot. These are all still heavily based on the theme of the weapon, but perhaps each skill synergizes better with different trait builds (for example, one might be great for a Power build, another for a Condition build, and the third better for a Bunker build……)

I would love that.

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Posted by: Basaltface.2786

Basaltface.2786

new skills and weapons for ALL classes are in dire need. It really REALLY gets boring to always use the same skills, same build(s), same weapon(s). The possible (actually usefull and cool) builds per class is as narrow as the gun selection in a cod multiplayer game (ill slap myself for the comparison later.. dont worry) what makes PVP so boring that i dont even wanna go back to it (disclaimer: i did it for the balthasar backpiece). Sure.. you can argue “its about skill”…but really now…cookiecutter builds, no wiggle room for anything creative, it got so boring that i actually sat there and sighed while fighting (and loosing often cause i really couldnt give a kitten). In pve and wvw you got a little bit more “freedom” to make a build and use a weapon and skills that work for you..though your selection stays increddible…tiny. Where are the warrior\guardian spears? Where is the engi heavy cannon kit (think horrik)? Where is the necro scythe\quarterstaff (whatever)? Where are the “ima go avatar on your kitten ” all elements in one ele spells? Where is the “total mindkitten” mesmer button or the (enter beast here) ranger transformation? Sure.. nothing like this was announced but doesnt it seems its…missing atm?

Wouldnt it be cool to go melee with your necro like an gw1 dervish? A scythe(or any proper cleave melee weapon) would allow to make the necro to a REALLY daunting melee class with access to direfull wells, a small army of minions or right away drown the foes in conditions while slashing them to death. Fixes 2 issues.. the lack of the necro cleave weapon (i dont count the pitifull dagger update from the next patch) and making it a usefull class in PVE (fractals, dungeons, etc)

Or wouldnt be it amazing to use a big cannon with your engi? Ranged weapon\kit that tabs into ranged aoe and targeted attacks with a large range (1200) to give an alternative to grenades and rifle that still allow to lay a combo field for the melee centered types of players while laying low with the engi for once, keep in the background and attack with a slightly “slower” then grenades attack that doesnt give you carpal tunnel syndrome yet doesnt lack the aoe.

How about a spear for the heavies that allows them to dish out heavy and fast single target damage and stack bleeds or other dire conditions? Maybe even piercing with a “long” range (for a melee weapon) to destroy enemies in chokepoints and throwing abilities to launch the spear with a powerfull ranged attack. To catch running enemies with a lethal attack from behind.

Or how about knives for the mesmer? Fast attacking knive clones, maybe a trait like the necro got (the one that gives you extra movement speed while using knives). Throw in a riposte\clone summon skill and some fast and powerfull melee attacks and you got a whole different feel to the class. Maybe a “standalone” chaos field skill to have atleast one other AOE and a “turret clone” that remains where it is and doesnt attack (or only attacks with almost nonexistant damage like the normal clones do) with a swap location secondary (sorta like the sword clone that runs to the enemie) so that the mesmer can blink out of combat quickly if the knives just dont cut it (HA PUN!) and heal up. Whole new feel.

How about a “perfect attument” elite (or just skill) for eles that gives em for a short period of time the “best of all skills” they got in attunements? No brainer to explain that..though maybe it should have a charge system like an ice bow or other summoned weapon to avoid that it gets too overkill. Or how about an “elemental golem army” elite? To summon 4 lesser elementals (one fire, one ice, one earth and a lightning) at once? Or how about swords? Powerfull cleaving melee weapon that changes the way it works with the attunement. Like the fire attument would make the sword to a burning blade that obviosly is more focused on raw damage while the lightning attument makes it a very fast but single target weapon that allows the ele to keep the speed on himself and slice\stab away on the enemie. Or the earth attument turns the sword to a weapon to handicap the enemie with blocks and crippling or dazes while the water attunement makes the ele tank. Lets the ele heal with every slash (a little) and maybe freeze the foe. Would be amazing to see arround.

Just some things that i THINK would be cool to see arround and that i THINK would open many new builds for classes lol

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Posted by: TheFamster.7806

TheFamster.7806

I agree that we do need new race, new skills, new weapons and new trait, but not raid/holy trinity. I don’t want to hear excuses because someone didn’t heal/tank/dps enough. And also holy trinity requires presence of certain class and which I really don’t understand how players can cope with. I’d rather run with four other members that are responsible for their own survival while bringing utilities that helps the group entirely than be in a party stuck in a same role forcing myself to perform the same stuff.

Tour

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Posted by: ipan.4356

ipan.4356

New damage types would increase diversity in a game where only DPS matters.

Damage already comes from a couple different sources – although to be honest, there is really only front loaded/direct and over time damage.

Just diversify how damage is dealt, by dividing, or creating, more damage types that function in new, interesting ways, and you have build diversity in a game where aggro and healing aren’t important.

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Posted by: Olba.5376

Olba.5376

The thing is, adding more traits would mean more redundant traits.

I don’t think that we necessarily need more traits. We just need less traits that are weak. The last thing you want to have is a big pile of traits, of which a minority is actually useful. The more traits you have, the more overlap there will be. Overlapping traits will result in some traits being objectively useless to certain builds.

(edited by Olba.5376)

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Posted by: Palador.2170

Palador.2170

New damage types would increase diversity in a game where only DPS matters.

Damage already comes from a couple different sources – although to be honest, there is really only front loaded/direct and over time damage.

Just diversify how damage is dealt, by dividing, or creating, more damage types that function in new, interesting ways, and you have build diversity in a game where aggro and healing aren’t important.

Armor Piercing. (Example: “This attack ignores up to 100 Defense, based on level”)

And yes, we could use some new character building stuff (skills, traits, weapons) to play with.

Sarcasm, delivered with a
delicate, brick-like subtlety.

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Posted by: ipan.4356

ipan.4356

New damage types would increase diversity in a game where only DPS matters.

Damage already comes from a couple different sources – although to be honest, there is really only front loaded/direct and over time damage.

Just diversify how damage is dealt, by dividing, or creating, more damage types that function in new, interesting ways, and you have build diversity in a game where aggro and healing aren’t important.

Armor Piercing. (Example: “This attack ignores up to 100 Defense, based on level”)

And yes, we could use some new character building stuff (skills, traits, weapons) to play with.

Wow, I hadn’t thought of that.

Armor piercing would be an excellent additional damage type.

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Posted by: nexxe.7081

nexxe.7081

The problem is, that skills are tied directly with weapons. The only thing i can think of, is letting us switch out weapon skills just like our utility skills, if they didn’t want to add more weapons. As for traits, it has to be balanced. They can’t just add more without disrupting everything else. PvE and PvP would need to be balanced too. Conditions, Might, Retaliation, etc., would all need to be balanced also. It’s not as easy as it sounds. lol.

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Posted by: ipan.4356

ipan.4356

The problem is, that skills are tied directly with weapons. The only thing i can think of, is letting us switch out weapon skills just like our utility skills, if they didn’t want to add more weapons. As for traits, it has to be balanced. They can’t just add more without disrupting everything else. PvE and PvP would need to be balanced too. Conditions, Might, Retaliation, etc., would all need to be balanced also. It’s not as easy as it sounds. lol.

I believe in a little trick I like to call ‘overbalancing’ – you make sure that every class has at least one (preferably two) extremely powerful builds.

Builds that make them feel like gods.

Then – once you’ve established that as your baseline, you begin to work on everything else.

That way, no one can complain that ‘other’ classes (one’s they don’t play) are more powerful than their own – everyone is ridiculously OP – just in different ways.

Examples:

Remove the endurance cost to dodge from Thieves (and of course all Vigor traits).

Rangers can have an additional pet, and can swap them without a CD (or even have multiple pets out at once).

Mesmers – Illusions are no longer per target, and individual illusions can be targeted for shatter skills, rather than in batches. Also, skills that create multiple illusions at once

Guardians – Toggle virtues: give your virtue to another player (this works similarly to activating a virtue now, except that it transfers to a single ally, and can instantly be switched back to the Guardian with no CD). More effective wards, particularly concerning ground targeting (direction, facing, size, etc.) and duration – as well as type and variety.

And so on…….

Once every class feels like this, then you go back and look at everything else – while the playerbase is happily blowing each other up.

You slowly bring all other skills and traits up to par. In some cases, you trim a few skills back (did that Mesmer skill you let summon 4 illusions feel just a tad too powerful….scale it back to 3). And so on.

Players will be happy to be equally unbalanced all around – while the dev team just bought themselves lots and lots of time to really drill down into the details of combat and make everything else just as cool.

I call this overbalancing, and it works so much better than the cautious “let’s not rock the boat” way of balancing things.

Sometimes, you need stupidly bold ideas like this to shake things up.

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Posted by: A Lizard Bolting Skin.7426

A Lizard Bolting Skin.7426

Honestly, you already have decent skill and trait diversity in this game compared to other games, but not, of course, compared to GW1. The even bigger problem, is that GW2 lacks the freedom to change your build that GW1 had. Ascended gear means you get stuck with one stat spread for your character. In GW1, all you really had to swap was your headpiece, and then you were set for any build for that profession. Then you also had your build templates to save and load while in town, making changing builds take a matter of seconds. Dependence on gear is what really causes players to get locked into a single build.