The Current Trait System

The Current Trait System

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

How many are designed to increase damage? I’m targeting trait that’s only purpose are to increase damage, in order words, you pick the trait to see bigger numbers and not necessary for a build. It’s just there for extra damage and doesn’t benefit from anything.

I will be adding traits that give conditions by random chance to the list or give conditions by critical hit chance.

Keep in mind I am being generous in this list. I can easily include traits like increased range, gives boons on hits or even seeing LOWER numbers, etc.


Guardian: (17 out of 75)
-Symbolic Power
-Fiery Wrath
-Revenge of the Fallen
-Zealous Blade
-Scepter Power
-Wrathful Spirits
-Kindled Zeal
-Radiant Power
-Powerful Blades
-Right-Hand Strength
-Retributive Armor
-Mace of Justice
-Glacial Heart
-Elusive Power
-Power of the Virtuous
-Unscathed Contender

Warrior: (28 out of 75)
-Reckless Dodge
-Stick and Move
-Dual Wielding
-Powerful Banners
-Physical Training
-Slashing Power
-Axe Mastery
-Berserker’s Power
-Critical Burst
-Attack of Opportunity
-Deep Strike
-Deep Cuts
-Unsuspecting Foe
-Blademaster
-Forceful Greatsword
-Furious
-Last Chance
-Armored Attack
-Cull the Weak
-Sundering Mace
-Merciless Hammer
-Empower Allies
-Desperate Power
-Empowered
-Burning Arrows
-Destruction of the Empowered
-Burst Mastery
-Heightened Focus

Engineer: (20 out of 75)
-Empowering Adrenaline
-Incendiary Powder
-Explosive Powder
-Sharpshooter
-Target the Weak
-Target the Maimed
-Rifle Mod
-Precise Sights
-Go for the Eyes
-Modified Ammunition
-Napalm Specialist
-Acidic Coating
-Performance Enhancement
-Energized Armor
-Transmute
-Energy Conversion Matrix
-Blood Injection
-Deadly Mixture
-Enduring Damage
-Scope

Ranger: (18 out of 75)
-Precise Strike
-Steady Focus
-Malicious Training
-Keen Edge
-Spotter
-Eagle Eye
-Hunter’s Tactics
-Pet’s Prowess
-Honed Axes
-Trap Potency
-Peak Strength
-Expertise Training
-Bountiful Hunter
-Strength of Spirit
-Two-Handed Training
-Nature’s Wrath
-Rending Attacks
-Zephyr’s Speed

Thief: (20 out of 75)
-Exposed Weakness
-Back Fighting
-Improvisation
-Potent Poison
-Sundering Strikes
-Dagger Training
-Combined Training
-Keen Observer
-First Strikes
-Side Strike
-Pistol Mastery
-Ankle Shots
-Combo Critical Chance
-Critical Haste
-Executioner
-Hidden Killer
-Power Shots
-Fluid Strikes
-Ricochet
-Lead Attacks
-Flanking Strikes

Necromancer: (17 out of 75)
-Death’s Embrace
-Spiteful Marks
-Axe Training
-Training of the Master
-Dhuumfire
-Close to Death
-Barbed Precision
-Target the Weak
-Hemophilia
-Terror
-Lingering Curse
-Deadly Strength
-Death Shiver
-Blood to Power
-Strength of Undeath
-Master of Terror
-Deathly Perception

Mesmer: (16 out of 75)
-Wastrel’s Punishment
-Mental Torment
-Halting Strike
-Empowered Illusions
-Greatsword Training
-Confounding Suggestions
-Sharper Images
-Blade Training
-Empowering Mantras
-Furious Interruption
-Chaotic Transference
-Phantasmal Strength
-Debilitating Dissipation
-Malicious Sorcery
-Precise Wrack
-Compounding Power

Elementalist: (22 out of 75)
-Flame Barrier
-Sunspot
-Burning Rage
-Lava Tomb
-Ember’s Might
-Burning Precision
-Internal Fire
-One with Fire
-Electric Discharge
-Weak Spot
-Bolt to the Heart
-Arcane Lightning
-Air Training
-Enduring Damage
-Serrated Stones
-Stone Splinters
-Strength of Stone
-Diamond Skin
-Bountiful Power
-Piercing Shards
-Vital Striking
-Arcane Precision

Out of 600 traits, 158 of them ONLY adds damage or a condition by random chance.
Did you run out of creativity ArenaNet? That is pathetic! Damage increase and decrease should be reserved for mostly Runes and Sigils, instead, they are hogging ~20% traits for each profession.

Guild Wars 2 doesn’t need diverse builds.
Guild Wars 2 needs diverse play styles.

Trash the traits that increase damage dealt/decrease damage taken and add ones that changes play styles.

(edited by Nova Stiker.8396)

The Current Trait System

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Posted by: Mathias.9657

Mathias.9657

You know what would be cool? Traits that increase the effectiveness of combo fields.

Back to WoW, make GW2 fun please.

The Current Trait System

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Posted by: digiowl.9620

digiowl.9620

You know what would be cool? Traits that increase the effectiveness of combo fields.

Or combo fields that do something other than spam boons…

The Current Trait System

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Posted by: Nova Stiker.8396

Nova Stiker.8396

You know what would be cool? Traits that increase the effectiveness of combo fields.

Or combo fields that do something other than spam boons…

There are a lot of cool things you can design traits for.

The problem is ArenaNet doesn’t see it’s bad game design.

The Current Trait System

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Posted by: Xae Isareth.1364

Xae Isareth.1364

So, you’re saying that if I want to be a raw damage character, I should be restricted to even less than less than a third of possible traits?

The Current Trait System

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Posted by: Nova Stiker.8396

Nova Stiker.8396

So, you’re saying that if I want to be a raw damage character, I should be restricted to even less than less than a third of possible traits?

The idea is you can deal damage but in the form of raw damage leads to stale and boring gameplay.

What would you rather have as an Elementalist?
-Gain Might every time you cast a spell while attuned to fire.
or
-When you attune to fire, summon a Lesser Fire Elemental at your location. The Fire Elemental goes away if you are not attuned to fire.

There are TONS of ways to deal damage that is not raw. I can pretty much revamp the entire trait system to affect damage output and input that is not raw.

All it takes is thinking outside the box.

(edited by Nova Stiker.8396)

The Current Trait System

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

So, you’re saying that if I want to be a raw damage character, I should be restricted to even less than less than a third of possible traits?

The idea is you can deal damage but in the form of raw damage leads to stale and boring gameplay.

What would you rather have as an Elementalist?
-Gain Might every time you cast a spell while attuned to fire.
or
-When you attune to fire, summon a Lesser Fire Elemental at your location. The Fire Elemental goes away if you are not attuned to fire.

There are TONS of ways to deal damage that is not raw. I can pretty much revamp the entire trait system to affect damage output and input that is not raw.

All it takes is thinking outside the box.

I would take the might on spell while attuned to fire.
The AI of minions has proven to be just plain bad so far. Might on spell is a much more controllable benefit compared to an AI that attacks/aggroes something i dont want, dies really fast by running into the enemy mob and is instantly banished the moment i enter underwater combat.

I do agree though with thinking outside the box. Every skill in GW1 had its own unique effect, you cannot find any skill that can replace something such as Shame, Diversion or Blackout. So you have a variety of different “cards” to choose, or deal against.

GW2 on the other hand, only has a specific set of possible effect, which skills can apply. Practically all skills that involve defense will provide protection which is 33% reduction in damage, with different durations and recharges. It is the same “card”, the only thing that changes is how long it remains in play.

The Current Trait System

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Posted by: Paul.4081

Paul.4081

So many traits feel like +10% sword damage when wielding a bow.

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Posted by: xephire.8324

xephire.8324

The trait system is a joke.

The Current Trait System

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Posted by: tigirius.9014

tigirius.9014

So many traits feel like +10% sword damage when wielding a bow.

They do and it’s even worse to have +% for underwater weapons that AREN’T Attached to anything else?!?! or aren’t automatically attached to those mini +5 trait points in a line, the ones you can’t choose you know? So basically they either need an underwater trait UI window that auto changes for you when you swim, or they need to change the entire trait system to allow for underwater traits to be attached to the other traits you choose for land.

Balance Team: Please Fix Mine Toolbelt Positioning!

The Current Trait System

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Posted by: Paul.4081

Paul.4081

So many traits feel like +10% sword damage when wielding a bow.

They do and it’s even worse to have +% for underwater weapons that AREN’T Attached to anything else?!?! or aren’t automatically attached to those mini +5 trait points in a line, the ones you can’t choose you know? So basically they either need an underwater trait UI window that auto changes for you when you swim, or they need to change the entire trait system to allow for underwater traits to be attached to the other traits you choose for land.

It’s elites and cooldowns all over again. It’s probably the same reason any ‘difficult’ monster takes control away from us the player for as long as possible. lets face it, having no control over your character for 5 seconds during a fight is challenging!

(edited by Paul.4081)

The Current Trait System

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Posted by: Nova Stiker.8396

Nova Stiker.8396

So many traits feel like +10% sword damage when wielding a bow.

They do and it’s even worse to have +% for underwater weapons that AREN’T Attached to anything else?!?! or aren’t automatically attached to those mini +5 trait points in a line, the ones you can’t choose you know? So basically they either need an underwater trait UI window that auto changes for you when you swim, or they need to change the entire trait system to allow for underwater traits to be attached to the other traits you choose for land.

There are like 5 minor traits that state.
“Deal more damage when endurance isn’t full.”
I believe the warrior and ranger has the same trait name :\

No creativity… Why don’t they replace those with fall damage traits? Seriously, those traits are so situational.