Suggestion: Secondary traits from stats

Suggestion: Secondary traits from stats

in Guild Wars 2 Discussion

Posted by: jeezlaweez.6810

jeezlaweez.6810

First of all, since this is a suggestion, I would like to recieve positive critics and feedbacks. What I’m trying here is to have other stats combinations as something to aim for, even for PvP or WvW, or roles, as far as you can go on those here in this game.

Second: this should be applied to monsters/environment/etc as well, for they could benefit of styles variations and roles required against them. Specially veterans, elites and heavyweight bosses (PvE regular mobs should remain as something that can be killed by one capable toon).

My suggestion is to create a system where stats (power, precision, vitality… and so on) provide secondary traits when picked at high values. Those secondary traits should never outshine characteristics given by runes and sigils, but, in fact, serve as a complement to your build, a bonus. Something that could make other builds attractive and at the same time creating a sense of surprise coming from your enemy.

So here’s what I thought. Remember that it should be always on high values, say… above 1700 for the 1000 baselines (power, precision, vitality and toughness), and above 1000 for the 0 baselines: ferocity, condition damage, and healing power:

- Power could give 1-10% bonus to Hard Crowd Control durations, depending on its value.
- Precision could ignore 1-5% the enemy’s armor defense value (not the total value, only those provided by armor sets and shield), depending on its value.
- Toughness could give 1-10% reduced duration to incoming Hard Crowd Control durations, depending on its value.
- Vitality could give 1-10% reduced duration to incoming Conditions (not-Hard CC), depending on its value.
- Ferocity could give a 5% bonus on running speed (cumulative to other sources) OR 1-5% reduced cooldown on skills, depending on its value.
- Condition Damage could give 1-10% bônus to Condition Duration (excluding Hard CC), depending on its value.
- Healing Power could give 1-10% bônus on boon durations, depending on its value.

So that’s it. Tell me what you think.

Samuel Hart – lvl 80 Necro and 20 more toons… well. Yeah.

Suggestion: Secondary traits from stats

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

A broad system like that is simply counter to the existing balance of the trait system. You already get intrinsic benefit from stacking stats quite high, so I don’t really see any reason to pile more stuff on top of that.

Meanwhile, on a class and spec specific basis secondary effects from traits already exist, but it has to be a build choice.

Rather than adding a bunch of bloat to the system, a better approach would be to make sure all stats mechanically have value in similar amounts. Currently, power and condition damage scale far better in terms of actual usability than, say, toughness and healing power. Adding 200 power is noticable, while adding 200 toughness is not. I just don’t see the point in a system that places artificial target numbers to get a mini-buff as opposed to the system we have now, which makes it worthwhile to mix stats to suit your build without having to worry about some artificial target number like 1700 power just to get some additional bonus.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ