HoT stats customisation

HoT stats customisation

in Guild Wars 2: Heart of Thorns

Posted by: Jaetara.4075

Jaetara.4075

Hello there, I was thinking about the new system in which we gain stats only through armor. I believe that system limits the character customization and creates some problems in many situations.
For example lets say I use a berserker armor/trinkets on my elementalist but I am on a situation that I need to provide some support/heal on my team, I will use my water line to heal and clean conditions and at the same time I will gain some healing power so my heals can be more effective.
Another real scenario for me is using celestial armor. I choose that armor for WvW so I can change my game style depending on the situation – roaming/group/zerg pvp. I can boost certain stats with my trait lines and lean towards dps or support for example. Now this wont be available… I will have to use several armor sets to be able to change game style and at the same time I won’t be able to boost more starts. If I use Assassin’s armor that means 0 toughness or vitality.

To solve that issue my Idea is:
Next to our trait line panel we can have a new space with 6 or 9 available slots that can be socket with something like the Amulets of sPvP but those will have only one stat, for example +100 toughness or +10% condition duration, with the restriction that they can only be used up to 3 times each. So if I want to play support for example and boost my healing power I can boost it only 3 times and then I will have to socket something else. I will have for example something like:
+100 HP + 100 HP +100 HP +10% boon Duration +10% boon duration + 100 vitality.

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(edited by Jaetara.4075)

HoT stats customisation

in Guild Wars 2: Heart of Thorns

Posted by: Diovid.9506

Diovid.9506

The solution is already there (outside of PvP that is): Mix and match armor pieces and trinkets with different stats.

HoT stats customisation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Everyone is getting a “free” trait increase in all of the base stats; 926 to 1,000 (an 8% increase).

That is 74 extra power, precision (presumably they won’t change the crit chance formula so this will actually mean we go from 4% base crit to 7.5% base crit chance), toughness, and vitality (740 hp, again presuming they don’t change the base hp pools of the classes). That means we are at a 226 point deficit if we went into a trait line that gave us one of the above, otherwise we just got a free buff. Also, unless you already put 3 points or more into your profession mechanic line, you are also getting a free buff.

We still have no idea how much the gear will improve, I doubt they will compensate all of the remaining 226 points, because we’re getting other stats for free, maybe a ~150 point increase for the gear.

Currently full ascended (minus infusions) give 1087/745. I can easily see 1200/822 (113/77, +10%), or 1250/857 (163/112, 15%), less likely 1300/891 (213/146, +20%). Again, purely my conjecture that they’ll go with nice “round numbers” for the main stat. So those that went full into a stat with trait lines and gear will lose a bit, my votes on the +15% increase (a 63 point loss), but for a 74 point gain in 2-3 other stats. And if you focus on the 4 main stats it’ll be easy to just change your gloves or helm to make of the difference of ~100 points that you used to get from your trait lines

Though we are losing points directly from condi damage, ferocity, and healing power (because we aren’t getting the free 74 extra attribute points, just whatever is coming via gear). But the real problem comes in with Boon Duration and Condition Duration, as there is no way to get the +30% via gear. These 5 stats, especially the last two are where the real problem arise.

I posed this idea about a week or two ago, but I’ll state it again here. They we get new infusions that give ~+2% boon duration or condi duration, letting us get at least one of those stats back up to +28%. But for all we know, Anet wants to remove 2 powerful attributes and control how high they can get via just runes, food, and class specific traits.

TLDR:
1) wait till they tell us how much gear stats are increasing
2) if you want more toughness/healing power/vit, it’s easy to just swap a head or gloves to get back to close to where you were
3) It is just bad for condi duration and boon duration, unless they want both of those stats nerfed or provide another way to get them

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Posted by: Test.8734

Test.8734

The solution is already there (outside of PvP that is): Mix and match armor pieces and trinkets with different stats.

Considering the price of ascended armor, having multiple pieces with different stats is not something people are likely to do.

This is one of the many reasons why ArenaNet’s incoming model, of shifting choices from the player to the gear players have to grind for, is bad: it makes it even less likely that players will experiment with different stats, locking people even more in a given build.

The result is that we will have people pigholed even more into meta builds, and even less likely to try anything new.

All it’s accomplishing is killing variety. I hope ArenaNet is happy, though, since it will make grinding more important, and it appears hoT will be little more than a grinding cesspool.

HoT stats customisation

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Posted by: CrimsonDX.4821

CrimsonDX.4821

The solution is already there (outside of PvP that is): Mix and match armor pieces and trinkets with different stats.

Considering the price of ascended armor, having multiple pieces with different stats is not something people are likely to do.

This is one of the many reasons why ArenaNet’s incoming model, of shifting choices from the player to the gear players have to grind for, is bad: it makes it even less likely that players will experiment with different stats, locking people even more in a given build.

The result is that we will have people pigholed even more into meta builds, and even less likely to try anything new.

All it’s accomplishing is killing variety. I hope ArenaNet is happy, though, since it will make grinding more important, and it appears hoT will be little more than a grinding cesspool.

We can only hope that the map rewards they have been talking about that are coming with HoT will make it easier to work towards ascended gear.

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

All it’s accomplishing is killing variety.

That was the point. It’s a lot easier to balance if there’s a lot less variety.

Speaking from a PVE-only point of view…

HoT stats customisation

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Posted by: Jaetara.4075

Jaetara.4075

Ofc gear is a big issue, gaining all or most of the missing points through gear can be very expensive, plus you going to need more inventory space to have a good variety handy. What I have suggested gives not only a cheaper alternative but also a better and easier way to control and customize your character. Also it can be easily monitored and controlled.

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Ofc gear is a big issue, gaining all or most of the missing points through gear can be very expensive, plus you going to need more inventory space to have a good variety handy. What I have suggested gives not only a cheaper alternative but also a better and easier way to control and customize your character. Also it can be easily monitored and controlled.

If Anet wanted us to be able to get those extra stat bumps from trait lines they would have kept it in the game. Or if they wanted us not to choose lines based on stats then they could have had us choose those stats regardless of the traits we choose (which is partly what you are trying to suggest). They obviously chose not to go this route, and want us to get our stats only from gear (and runes/food).

HoT stats customisation

in Guild Wars 2: Heart of Thorns

Posted by: Test.8734

Test.8734

All it’s accomplishing is killing variety.

That was the point. It’s a lot easier to balance if there’s a lot less variety.

The thing is, they already killed variety before – we have a lot less customization when compared to the original GW – so the game would be easier to balance.

Then ArenaNet had three years of next to no new skill or traits in order to balance the game.

And yet they still couldn’t accomplish that.

How long until ArenaNet says, “Hey guys! We can only balance the game if you have only 9 build options, one for each profession! So we will need to cut variety a slightly bit more but hey, look, it will be better balanced!”?

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Posted by: Anchoku.8142

Anchoku.8142

If you want to speculate, do so over the secondary stats like condition duration, boon duration, healing, condition damage, and ferocity.

Which armor give duration stats?

HoT stats customisation

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Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If you want to speculate, do so over the secondary stats like condition duration, boon duration, healing, condition damage, and ferocity.

Which armor give duration stats?

Currently Giver’s armor just gives +1% boon duration per piece. And I don’t believe there is an ascended version, plus it takes the spot of the major bonus. So really, nothing useful. The other option is to replace your runes with platinum doubloons or runes of the traveler.

Which is why I think we’ll get one of three options: they don’t want us to have access to this stuff, they introduce new gear types and buff Givers, they give us infusions with those stats.

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Posted by: Ralanost.8913

Ralanost.8913

The actual attribute bonuses you got from trait lines were negligible at best. 2 items more than make up the difference of 6 full points in the current trait lines. The only difference is the boon and condi duration and those might just go in baseline. Your fears are a bit ridiculous and completely unfounded. Switch rings, you should have more than enough ascended ones. There, you more than made up for the stats from the trait lines.