I thought a lot about the new traits and i am starting to think that they could really use a 4th master and adept trait, or maybe just add a 4th major trait group ( not grandmaster for reasons that follow).
TL;DR: More room might be safer because it will avoid bottleneck for micromanaging traits.
Premise
Being not stat-bound anymore, many specializations ( both the old core “trait lines” and the new Elite specializations as Reaper and ChMancer) will be more open for diverse gear build. While this will not be universal and absolute for obvious reasons i think the current system of "pick 3 " does not help at all for the matter.
This is not an absolute statement since we need to see live to judge, but since we are in time and preventing is always better than mending maybe some discussion is healthy.
First of all let’ s considerate what purpose serve the traits on a specialization: minors are a forced power in order to characterize the specialization itself, and will take the combined role of stats per point and old minor traits (while hopefully being the most versatile possible); Grandmaster traits are, by developer’ s choice, traits that fulfill a greater strategic role compared to others, and this is fine; is then left what role serve adept and master traits, and that is generally speaking giving a choice under a certain theme on how to develop your power.
This will be the fulcrum of buildcrafting: while taking the same Grandmaster, taking different adepts and master will and needs to be impactful and flexible, else we have no-brainer builds where somebody is “guided” to pick determined traits on a specialization just because of the stats, the weapons and the choice given.
Sure, picking the right combination of specialization will be a big thing, but also micromanaging inside the specialization itself should be not disregarded.
What leads me believe that it is not enough what we have shown?
Because we have many restrictive traits: traits that benefit some kind of skills, traits that benefit some weapons, some strict battle requirements… traits that are cool and have a proper place, but “eat” space to other builds: for example, if in a specialization i have traits that improve foci and signets and i put them both on the same adept group 2 of 3 traits are linked to very specific builds, and if i want to get other weapons or skills i have to ignore them and get the 3rd… that might or might not be what i need. If i put them on a separate group then i have only 2 for each group i can pick from… and those might or might not have other weapon/skill bound traits that i am not interested with, or they might be. This is not an issue with live traits because we have always, at least, 4 traits to pick from in adept and master.
This is not a terrible problem, but it can lead to a lot of discomfort while building since it will lead to a lack of space, both for safety ( maybe something does not work well and “bottlenecks” the whole specialization), creative and balance matters too.
Grandmaster traits does not have this same problem because, as i said before, they have a higher role in build creation, and the player that wants to macro manage his power is ready to accept the final choices he is going into.
What do you think?
(edited by hennrick.4623)