Arise, opressed of Tyria!
suggestion: bind traits to armor
Arise, opressed of Tyria!
Why? This would only REMOVE diversity.
Right now I have a very tight tank dedicated fully to support with cleric gear and 0 0 10 30 30.
Your suggestion would remove all the power I need for my main source of damage (retaliation).
It would also be left with a kittenty amount of toughness compared to what I have right now.
I would instead be given tons of vitality which I simply do not want.
In definitive, my condition cleansing, regenerating retaliatory tank would turn into a useless condition sponge which would die to crits and power.
Why? This would only REMOVE diversity.
Right now I have a very tight tank dedicated fully to support with cleric gear and 0 0 10 30 30.
Your suggestion would remove all the power I need for my main source of damage (retaliation).
It would also be left with a kittenty amount of toughness compared to what I have right now.
I would instead be given tons of vitality which I simply do not want.In definitive, my condition cleansing, regenerating retaliatory tank would turn into a useless condition sponge which would die to crits and power.
You do know that you have 6 gearpieces, and not all have to be Clerics. You can still combine, but now through your gear.
Arise, opressed of Tyria!
You do know that you have 6 gearpieces, and not all have to be Clerics. You can still combine, but now through your gear.
According to your post, though, you would have to select your gear based on what Traits you want. Not what stats support them. This lack of flexibility renders a great many options entirely useless.
There is some interesting ideas to what you presented here. But really, at that point you are going to have to make some fundamental chances to every aspect of the game. It would be the end of the game, as players have never responded well to having an MMO suddenly turned into a different game on them.
I understand what you are saying bout drastic changes. But there is also a lot of complaining bout the current way it is and a big call for changes. I know Anet for a long time. If the nerf off bezerker is not going to work, they will nerf it further and further.
In my proposal you keep full bezerker as a viable build for in a group, but not for every member of the group. Yes it requires people to review their current build. But I think from time to time that is a good thing anyways. But in my opinion it would add more dimension to the game. I loved in GW1 that before doing a task, you needed to communicate with your group. Two ritualist? ok, make sure you don’t have same spirits. Who is going to heal?? Hey, I think we have too less DPS, can anyone change?? It makes a pug (or any dungeon group) more fun instead of seeing an advert on the lfg: ‘p1, zerker only, need mesmer’ and thats all communication to the team. It is not challenging and imo just lame.
This will require people to talk to eachother. And I’m talking bout dungeons but it also goes for WvW (do we have enough ele’s with this special trait in the zerg?? can anyone change). Or for Tequatl (any mesmer with the trait that enhances portal distance so we can portal from the zerg to the megalaser??).
Also I think that a gaming community is more ressiliant then you think. I remember from GW1 that builds and meta changed big timer with every new campaign. Also the introduction off 7 heroes in you party, was widely critised and debated but people adapted quickly and came up with some awesome teambuilds.
Arise, opressed of Tyria!
I’m not really sure how big the “call for changes” is, to be honest. There are a few people agitating on the forums, I’ll give you that — but it’s nowhere near the numbers that protested Ascended gear.
As to your proposal. First, max armor does not have a primary, secondary and tertiary stat. It has a primary and two secondaries. Ergo, your proposal would result in an allocation (for full soldier, say) of 300 to Power, and 200 each to Toughness and Vitality. This build would get three traits from the profession’s power line and two each from the Toughness and Vitality line. This would limit the player’s choice, providing less build versatility than is currently available.
Currently, that soldier-wearing player may have allocated 30 each to T and V, nothing to P and the extra 10 to the profession’s signature line. By your proposal, if that player wanted the GM trait from the toughness line, he’d have to wear Knight’s, Cavalier, Settler’s or Giver’s, thus pigeon-holing him into trait lines he did not want. Also, by your proposal, he could not get the GM trait from two lines, which is an option now — because Armor has only one primary attribute.
Signature traits would also have to be revamped completely. The profession’s signature mechanic is not represented on armor at all. On some professions, the other half of that line is Boon Duration, which is only represented on Winter and Giver’s armor. Denying players the option to choose traits from the signature line, and to buff their profession mechanic, is not a good idea if you’re trying to promote versatility.
You’d also have the issue of what to do with professions that have two armor stats in one trait line (e.g., Ranger with Precision and Ferocity in the same trait line). Do those people get rooked out of a trait choice or two? Obviously, that would be imbalanced, so further adjustments would have to be made to your plan and/or to trait lines.
Your solution would limit build choices. Tying one build option (traits) to another (armor stats) has to limit choice. This is because one can currently choose trait lines that have nothing to do with one’s choice of armor.