add non-fall effect to fall traits
This trait is designed ONLY for PvE environment NOT for combat like pvp or wvw. You dont have to use it so whats the problem ?
Im using it every time when I have to do jumping puzzles.
It is designed to WvW at least. Jump off a wall onto a zerg.
This trait is designed ONLY for PvE environment NOT for combat like pvp or wvw. You dont have to use it so whats the problem ?
Im using it every time when I have to do jumping puzzles.
Well the problem is that those traits are for very niche situations, and they take up space where a more useful trait could have been that fits a bigger purpose than a gimmick fall.
That’s why I said, keep the fall effect, but also have a non-fall effect to the trait to make it more useful for more builds.
I hate spacing into a trait line and having one less trait that could have been something useful, but instead I get a useless fall trait, when most the time I won’t be falling.
Two birds one stone.
How is this different from some other “niche” traits? Traits for weapons you do not use, or traits for utility skills you do not use? If you generalise everything then people would not need to bother to switch traits anymore to be effective, and the whole system becomes uninteresting.
If your problem is that a certain trait line has interesting master or grandmaster traits while not offering interesting adept traits for your specific build, I would try to bring that to attention instead of proposing to change something unrelated. Something that is actually already working well.