who actually wants that? Do we really want to be playing those same game mechanics for
another 5 or 10 years? -Mike O’Brien
So, I believe most people who use falling traits do so because:
With the new trait system these will be competing with very strong choices, and it seems like they’ll be mostly relegated to the last two.
So the question is, would the devs be willing to discuss whether or not it’s a good thing that people will be repeatedly navigating menus to toggle this thing on and off as the situation dictates? Or that they resign themselves to giving up combat effectiveness because it’s too much trouble?
There could be an argument here for build saving and whatnot, but surely something this core would be best off removing from the build system entirely. Not just from traits and switching them to masteries (which I believe don’t quite work that way.)
There’s been development focus for this new system in baking in core functions, so why not bake in fall damage reduction and effects?
As in, providing these effects on falls made while in the out of combat state.
Also, are there other traits in the same toggle happy position that should be considered? The new trait system will succeed on the strength of its build variety. Slots freed like this can provide more interesting combat choices.
It really depends on the trait in question.
The thief one is a strong choice with the new trait setup. Having that blind and stealth tied to the steal mechanic is really great.
Some of the others… Yeah… Sigh…
A falling trait needs to either have a desirable effect attached to it or be in a slot with good alround choices, so it doesn’t limit build choices.
Three placements/changes well done:
Thief: Great revamp, could even be main-pickable, if you never even intend to take falling damage.
Warrior: No revamp at all, but in a great spot where nobody will complain about a lack of choice. The traits in the same slots aren’t narrow at all and the two alternatives should fit all needs.
Necro: Slight revamp, great placement. There’s two narrow but potent traits in that slot and one “fits-any-size” trait with weakening shroud.
Bad placements:
Ranger: Unaltered, stuffed with a pet-only trait and a trait for specific weapon sets. One slot, three extremely narrow choices. This is honestly the worst placement of all fall damage traits.
Mesmer: Unaltered trait in a line with a utility boost trait and a totally unexciting passive damage reduction. Well, at least the passive damage reduction will be useful everywhere but it’s still rather poor.
Guardian: It’s a horrible idea to have a revive trait and a fall damage trait in the same slot. There may be people who want to choose both(WvW) and people, who want to choose neither and are stuck with… HEALING POWER ON BLOCKS!
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