I know criticism (constructive or not) isn’t something that’s really welcomed in these forums but I thought I’d give a shot at it since this is a rare chance to talk about content that’s not yet released and is subject to change.
The new traits we’ve gotten to see seem to follow some of the icky trait designs we’ve had for the past two years. Sure we don’t have all of the traits yet but the stuff we can see so far are very alarming in how they’re designed. As far as I know traits are supposed to let the players create more playstyles and/or further define their builds. There are a few good traits we’ve gotten so far that let you do that but majority of them follow the old formula of passive procs, passive effects and arbitrary active procs that provide you benefits while doing actions you would do exactly the same way regardless of the procs.
I attach you my classifications of the traits a few edited pics of the traits (posted originally on dulfy). Green being good, orange being bad, red being awful.
-Why are passive procs a bad thing?-
You get rewarded for doing nothing. It doesn’t really matter how the proc activates as long as you have no control over when it goes off. Getting rewarded or punishing your opponent with no thought should not be part of any well designed game, it’s just abhorrently bad game design. It’s 100% no fun to fight against and it’s not really that fun to use either as often you don’t even see them go off.
example:
- “Eye for an eye – when disabled taunt that foe for a short duration”
Instead of rewarding you with a taunt on a good play, you get rewarded for getting hit by a CC. Your opponent can’t see this one coming and will get punished for trying to attack you. How to make a trait like this (passive proc) interesting? Instead of making it proc off of a random chance or a passive trigger, make it a situational trigger.
example:
- “Eye for an eye – when you are hit by a disable while you have stability, taunt that foe for a short duration "
This would let you punish opponents with taunts when they make mistakes or when you activate stability predicting incoming CC, enemy gets punished off of their mistake instead of random invisible factor. Preferrably give the revenant a buff indicator when they have this passive on during stability but even without it it’d be way better than the original.
-Why are active procs sometimes a bad thing?-
Active procs aren’t always bad, sometimes they do let you refine or change your playstyle! Sadly most of the active procs in this game are inconsequential boosts that work in the same way as passive procs do, rewarding you or punishing your enemies even though you aren’t really putting any thought into what you are doing. Having boons tied to rolls or heal skills is a good example of this, you will roll and use heal skills regardless of if you get a boon from those actions.
example:
- “Retaliatory evasion – gain retaliation after you dodge roll”
A good active procs changes the way you use the activator so you are giving something away when you are using it not for it’s original purpose. Other good active procs reward you for using the activator in a specific circumstance.
example:
- “Retaliatory evasion – gain retaliation after you evade an attack”
There, immediately you remove the reward for just spamming rolls and give the reward only when you evade an attack aka. use dodge roll right! It’s still pretty boring but way better design regardless.
better example
- “Retaliatory evasion – gain retaliation for the duration of your dodge roll, proc retaliation on evaded attacks”
Now the trait is really unique, giving you high reward for successfully rolling as many attacks as possible but giving you nothing if you just mash roll and your enemy isn’t falling for it.
Hope the feedback is welcome. Too early call anything about the balance or how the weapon and utility skills work (they seem really cool) but the traits are exactly as poor design as the ones we got now, hopefully it’s not too late to change that!
PS. same design can be applied to all of the current and upcoming traits in various ways, the post is already long and a drag to read so I’m going to leave it at this here