Thoughts on the current trait system.
Each trait, on their own, doesn’t appear to do much. But I’ve found that they complement your play-style. By closely reading the effects of each minor trait, and picking appropriate major traits, combined with your two weapon sets and your own unique play-style, then you come up with something quite powerful.
For example, I chose a thief build that was originally venom-based, where the author would start from distance using ranged before going in for the kill. It was okay, but it wasn’t quite me. A few modifications here and there, and some utility changes and now it suits my play-style better.
Sure, they’re not major ones like other MMOs talent trees where you unlock the “I-Win” skill. But they’re not supposed to be that. It’s to tailor your character to how you play it.
I don’t think it’s the fact that each trait on their own doesn’t appear to do much – a lot of them do. But some traits don’t do much on their own, or together with other traits – such as the +5% dmg mods I’m currently lampooning.
And just because they hopefully replace these talents in the future, doesn’t mean they will be replaced with “I-Win” buttons, using shock-words adds nothing of value to the argument.
Double daggers with dagger mastery is not a unique play-style, it’s still just double daggers with marginally increased damage – and that’s the problem!
I suggest researching what the competitive people are doing in sPvP. You’ll find, like posters here have been saying, that while small and boring on their own, traits in combination with everything else you can customize allows you to make some pretty interesting builds.
A build doesn’t become ‘more interesting’ when it has components like “+5% damage for using a dagger” in it. That’s the point I’m trying to make though. Something more dynamic, more complex, more.. more anything really – would make for more interesting builds.
You go up to any pro SPvP person using +5% dagger damage, and ask them what makes that trait special, and they’ll tell you the same thing; “well.. it lets me do 5% more damage with daggers?”
I don’t think that the trait -system- is bad, but many of the traits sure are.
I was really disappointed when they moved from traits that alter your skills ex: fireball is now a wider blast area and gives allies might, to traits more like a typically mmo. It is the same reason why I dislike 3rd edition d&d feats and boring spells/ magic weapons I don’t want better numbers! I want interesting, palpable changes!