Celestial and two new Attributes - Balance?
in Guild Wars 2: Heart of Thorns
Posted by: Orpheal.8263
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside
in Guild Wars 2: Heart of Thorns
Posted by: Orpheal.8263
HoT added two new Attributes, which should get added also to all Celestial Gear.
Concentration and Expertise became new official Attributes for increased Boon Duration and Increased Condition Duration.
With Condition Duration beign now an official Trait, I hope that anet uses it soon for a Balance Update to reduce for all Conditions the base durations, so that people actually have to use this new Condition to get very long durations. This would greatly help to brign the whole Condition Meta of the game back on earth, if Condition Players finalyl would need to have to spent in more than just only 1 attribute to maximize their DPS, just like Direct Damage Builds also have to put points into multiple Stats to get the best DPS
Concentration should get its Effect changed from Boon Duration to Boon Efficiency
if you are highly concentrated, your Boons should have stronger Effects, not longer Durations.
Example. Might without Concentration is 100% Effective and increases your Power and Condition Damage by +35 Points per Stack.
Concentration should increase per 15 Points in it Boon Efficiency by +0,5%
So example you have 20% Boon Efficiency (equivalent of having 600 Points in Concentration) in your Build, the Might you get would be 20% more effective and would raise your Power and Condition Damage instead of 35 Points per Stack by 42 Points per Stack.
So if you have 25 Stacks of Might with 600 Concentration making it 20% more effective, you would have then instead of +875 Power/Condition Damage then a plus of 1050 Power/Condition Damage, so a difference of +175 Points.
This way would become Concentration an alot more interesting and useful attribute, than just only increasing Boon Durations would be.
Boon Efficiency could affect also all other Boons in different interestign ways, that Boon Duration would not be able to do, as Boon Duration is a much more thoughtless effect which does not very much in itself, than just only lettign a boon work longer.
But lettign boons work more efficient woudl be alot more interesting.
Think on an swiftness, that gets more effective under Concentration, lettign the Swiftness raise your Movement Speed by 20% more
Think on a Protection, that could be under Concentration more effective for its short duration
Think on a Regeneration, that could heal you more effectively under Concentration
Think on a Vigor, that could more effectively let your Endurance regenerate with a Boon Efficiency effect instead of Boon Duration.
Boon Duration is somethign, that should come rather through Buff Food/Potions/Traits and shouldnt be a Player Attribute…
Theres three Attributes, which I think should get renamed also too to bring them more in an immersive line with all the other attributes, while one of them just feels misplaced…
The misplaced feeling attribute to me is imo Ferocity
It started as a term for Character Personality, which is imo a System,that should find under a reiterated system its return to the game with more different personalities, than just only Dignity, Ferocity and Charm.
Ferocity should get renamed in my opinion to Finesse
The other two Attributes that should get renamed to brign them more in line with the other attribute terms are
Condition Damage, this one should get renamed in my opinion to Malice (German: Arglist for a reference to get the right meaning)
Healing Power, this once should get renamed in my opinion to Efficiency, because if you are more efficient at what you are doing, your healing becomes better, if you efficiently know, what you do and when to do something, when the perfect timing is for a heal, your outgoing heals can become more efficient.
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What do you guys think about the added new “old” Attributes???
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