While I support Specializations as is, and am very much looking forward to these changes, I also feel like there are some clear weak spots in the trait lines, where a given tier is effectively a no-choice situation.
What is the cause?
In almost every single case, the weak trait tier is the result of a fall damage trait being located in that line. These have never been viable choices for regular gameplay, and they are dragging down the new system by wasting a valuable slot in a system that will have fewer slot choices per tier to begin with.
Of course, there are also other problems here, and these will be discussed as well, though I won’t even come close to discussing all of them.
But that still leaves two choices, right?
Two choices is still poor, but this is rarely even the case where fall damage traits are located. Of the two remaining traits in these problem tiers, one of them is almost always associated with one particular weapon or utility type, automatically reducing the choice to “are you using this weapon/utility?”
What guideline am I going to be using when giving feedback?
I’m using what I would call the “Rule of Two.” If a tier doesn’t have at least two universally useful (as in not specific to one weapon or utility type), something is wrong with it.
Which tiers am I talking about?
Elementalist
Arcane – Adept – Renewing Stamina is a clear winner unless you are using Arcane skills. Problem tier created by fall damage trait.
Guardian
Honor – Adept – This is quite possibly the worst trait tier in the entirety of the new system for any profession. Your choice comes down to a falling damage trait, a mace-specific trait, and a revive trait.
Engineer
Explosives – Master – One of these is a fall trait and one of these is bomb-specific. The choice becomes a no-brainer – either you’re a bomb engi or you’re not.
Mesmer
Chaos – Adept – Once again, a fall damage trait and a utility-specific trait.
Ranger
Wilderness Survival – Adept – Competes with the Guardian for the worst trait tier in the game. You either get a fall damage trait, a weapon-specific trait, or a trait best used by condi pets.
Warrior
Strength – Adept – A fall damage trait, a physical utility trait, and a universal trait. No choice involved here.
Why were Thief and Necromancer not mentioned?
Because their falling damage traits at least have viable buffs attached to them. Thieves get an extra blinding powder and Necromancers get corruption recharge reduction.
Are these good traits? Nope. The falling damage portion would still be better replaced by a second mechanic of some sort.
I would merge Descent of Shadows into Concealed Defeat (as neither of these are particularly amazing effects), rename the new trait Descent of Shadows, and use the empty slot for another trait – preferably a second universal trait.
I would also replace the fall damage in the Necromancer trait with an additional buff to Corruptions. Personally, I’d choose an AoE boon, as Necromancers are lacking in the support category.