We want Zealot Amulet for HoT
Trapper runes concern me. I don’t think they’ll actually be around for too long.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Can we get apothecary amulet? please!
Because it’s the very reason Anet themselves gave when they were asked as to why they changed the old stat system of Amulet + Jewel to just Amulet.
The only reason I saw given was that Amulet+Jewel was “too hard for new players to understand”.
They did change the system after vanilla BWE1 to reduce complexity. That beta build had 4 items (amulet, 2 rings, 2 accessories). IMO, 3 items would be enough.
I’m sure they said it also made it easier for the dev team to balance things. 99.9% sure of it.
Wasn’t is simplified. They still need to balance for WvW & PvE which has more components.
And it’s this a problem? Wouldn’t it be easier as a whole if all 3 mode were closer to similar stat wise. I don’t think sPvP needs to be exactly the same but it needs to be closer to how WvW &PvE allocate stats.
There are many WvWers & PvEers that find sPvP stat allocating as a barrier, frustrating & limiting. Balance wise because of this your always going to have major issues balancing for the 3 modes.
Many offensive builds don’t want to go or can’t support full glass. They’d like a little bit of toughness and vitality in addition to higher power, precision, and ferocity values. Those amounts vary by build and profession. For example, guardian and elementalist probably want more vitality than a warrior. The current amulet system doesn’t allow for that simplistic of a customization level, which is a huge shortcoming.
Many offensive builds don’t want to go or can’t support full glass. They’d like a little bit of toughness and vitality in addition to higher power, precision, and ferocity values. Those amounts vary by build and profession. For example, guardian and elementalist probably want more vitality than a warrior. The current amulet system doesn’t allow for that simplistic of a customization level, which is a huge shortcoming.
I had the idea of breaking the stats up into four components emulating but as a simplified accessory system which mirrors stat elements from the WvW/PvE stat system. If were looking for more customization & easier translation of play styles & builds between the 3 modes what do players think the system should look like?
Could the below design help or do we only want more fixed stats?
The Design – Four Components
The objective was to simulate & simplify elements of the WvW/PvE system through use of the accessory design providing familiarity. The elements are:
- Amulet – Designed to reflect stats gained from weapons & armour in WvW/PvE.
- Ring – Designed to reflect stats gained from rings & back item in WvW/PvE.
- Earrings – Designed to reflect stats gained from earrings in WvW/PvE.
- Back – Designed to reflect stats gained from the amulet in WvW/PvE.
(edited by Bezagron.7352)
You really only need to split into 3 items such as 50/25/25% or 40/30/30%. That should be good enough to get most stat combinations. If you’re going to invest into a stat, you’ll probably but at least a few hundred into it.
prec on rabid because no power to make use of the crits
this just made me chuckle. maybe you don’t know that many classes proc bleeds on crit
You really only need to split into 3 items such as 50/25/25% or 40/30/30%. That should be good enough to get most stat combinations. If you’re going to invest into a stat, you’ll probably but at least a few hundred into it.
True, would we look at matching them to emulate WvW/PvE’s component stat distribution. Say:
- sPvP Amulet = WvW/PvE Trinkets & Back item (50% of total stats)
- sPvP Ring = WvW/PvE Armour (32% total stats)
- sPvP Earrings = WvW/PvE Weapons (18% total stats)
I guess it comes down to how fine we want. For me anything below a 10% increase has too small an impact making it an option just to be an option but not really effecting your overall game play until it’s combined with other elements. I would either go with 4 or 3 components. 4 provides just that little extra customisation but not too much & 3 providing the minimum just giving enough options to cover most needs.
If 4 components I would look at total percentage values of:
- sPvP Amulet = 40%
- sPvP Ring = 25%
- sPvP Earrings = 20%
- sPvP Back = 15%
Or 3 components with:
- sPvP Amulet = 50%
- sPvP Ring = 30%
- sPvP Earrings = 20%
Many offensive builds don’t want to go or can’t support full glass. They’d like a little bit of toughness and vitality in addition to higher power, precision, and ferocity values. Those amounts vary by build and profession. For example, guardian and elementalist probably want more vitality than a warrior. The current amulet system doesn’t allow for that simplistic of a customization level, which is a huge shortcoming.
I had the idea of breaking the stats up into four components emulating but as a simplified accessory system which mirrors stat elements from the WvW/PvE stat system. If were looking for more customization & easier translation of play styles & builds between the 3 modes what do players think the system should look like?
Could the below design help or do we only want more fixed stats?
The Design – Four Components
The objective was to simulate & simplify elements of the WvW/PvE system through use of the accessory design providing familiarity. The elements are:
- Amulet – Designed to reflect stats gained from weapons & armour in WvW/PvE.
- Ring – Designed to reflect stats gained from rings & back item in WvW/PvE.
- Earrings – Designed to reflect stats gained from earrings in WvW/PvE.
- Back – Designed to reflect stats gained from the amulet in WvW/PvE.
there must be an error in those healing back stats
Been There, Done That & Will do it again…except maybe world completion.
there must be an error in those healing back stats
Thanks PaxTheGreatOne spreadsheet edited.
- What are players thoughts on splitting stats from a single item into several?
- Is this something as players you would want?
- Would this help bridge the gap between the 3 modes?
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
How about a Legendary Amulet / Jewellery that allowed you to choose and change to ANY combination of stats.
Adding the trapper rune to PvP doesn’t seem sensible. Melee rangers are already hard to pin down due to leap speed, evasion speed and Quickening Zephyr (6 sec superspeed).
Adding trappers:
When you use a trap skill, you gain 3 seconds of super speed and 3 seconds of Stealth when using a trap skill.
A bit over the top, and a real balance issue as the rune currently stands. In general this obviously adds a significant advantage to all trap classes.
Rune of the witch:
(1) +25 Condition Damage
(2) 25% chance when stuck to steal life (25s CD)
(3) +50 Condition Damage
(4) +10% Condition Duration
(5) +100 Condition Damage
(6) +25% Movement speed, +20% aura duration
(edited by Wolfric.9380)
As much as I’d like zealot’s it likely wasn’t included for various reasons. Nomad’s however would be great for some builds though may be overpowered with engineers and necros.
there must be an error in those healing back stats
Thanks PaxTheGreatOne spreadsheet edited.
- What are players thoughts on splitting stats from a single item into several?
- Is this something as players you would want?
- Would this help bridge the gap between the 3 modes?
I think it sounds great at first but then you run into balance issues that complicates things. You could be experimental in hotjoins and in PvE roaming I use a mix between berskerker (main hand weapon, chest, gloves, boots, and helmet), zealot (shoulderpads and leggings), and celestial (off-hand weapon and pendent only) for my thief (and warrior and elementalist in the case of the celestial off hand dagger or shield)
there must be an error in those healing back stats
Thanks PaxTheGreatOne spreadsheet edited.
- What are players thoughts on splitting stats from a single item into several?
- Is this something as players you would want?
- Would this help bridge the gap between the 3 modes?
I think it sounds great at first but then you run into balance issues that complicates things. You could be experimental in hotjoins and in PvE roaming I use a mix between berskerker (main hand weapon, chest, gloves, boots, and helmet), zealot (shoulderpads and leggings), and celestial (off-hand weapon and pendent only) for my thief (and warrior and elementalist in the case of the celestial off hand dagger or shield)
I wonder what balancing issues? You should still be bounded within the same mathematical set. WvW/PvE are already balanced around fine passive stat options.
If it’s certain stats would the idea be to adjust max & min possible values as how could anything in between have balance issues. The only negative would be an increase in sub optimal stat builds. But it’s that also part of a players skill to create working builds.
healing power isnt a great stat
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
I’d like some Pure valkyrie Amulets, rings and accessories. Not the Berserker/valkyrie mix that is provided to us currently.
Although Some Primary power with secondary Toughness and Furosity would be nice as a stat combo for all armor and weapon types.
Hmm. What about Primary Condition damage with precision and condition duration? I’d be really interested in that for at least part of my gear.
Primary healing power with toughness and vitality.
Primary Furosity with power and precision.
Dual primary of Power/toughness with Minors in Furosity and healing power. similar to the amulet you get in PvP
I’d really like to see exotic and ascended gear that have 4 stats rather than just 3 like a few of the trinkets. Along with a bit of a stronger focus like they have in PvP. Bring Marauder and Crusader to PvE. I’d like that.
Power, Toughness and Condition Damage with Power as the main stat.
And for WvW as well as PvP.
If you add Trappers to PvP without adding some base damage to Thief traps, you’ll have thieves killing people without ever breaking stealth, since condi damage by itself does not proc revealed.
I see a fair few trapper thieves inWvW, and allowing a build with little to no counterplay (stand in their smokefield, if you are close enough) doesn’t make for good pvp.
If you add Trappers to PvP without adding some base damage to Thief traps, you’ll have thieves killing stupid people who don’t have any condi cleanse at all without ever breaking stealth, since condi damage by itself does not proc revealed.
I see a fair few trapper thieves inWvW, and allowing a build with little to no counterplay (stand in their smokefield, if you are close enough) doesn’t make for good pvp.
I fixed that for you.
That build is all troll and no teeth. It only ever kills someone once, then they come back with condi cleanse they should have been running anyway and laugh at it. It wouldn’t perform at all in sPvP as nobody there is dumb enough to run without basic cleanses.
It has counterplay. Lots of it.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
healing power isnt a great stat
Yet…
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Trapper runes in PVP…say hello to all the ghost thieves and stealth trap guards. Everyone will be sooooo wary about walking onto an unguarded point in conquest. Boommm hit by multiple traps . lol
“Buff my main class, nerf everything else. "
Hey Groucharino,
Can we get the Noble’s Runes in PvP? I really like that set.
What I want is superior Rune of Radiance in spvp… Ill pay a lot for that!
Any chance of that happening?! Pretty please
Ditto. I want PvP auramancers. :>
What I want is superior Rune of Radiance in spvp… Ill pay a lot for that!
Any chance of that happening?! Pretty pleaseDitto. I want PvP auramancers. :>
Tempest auramancers are probably better of taking Soldier runes though.
If you add Trappers to PvP without adding some base damage to Thief traps, you’ll have thieves killing stupid people who don’t have any condi cleanse at all without ever breaking stealth, since condi damage by itself does not proc revealed.
I see a fair few trapper thieves inWvW, and allowing a build with little to no counterplay (stand in their smokefield, if you are close enough) doesn’t make for good pvp.
I fixed that for you.
That build is all troll and no teeth. It only ever kills someone once, then they come back with condi cleanse they should have been running anyway and laugh at it. It wouldn’t perform at all in sPvP as nobody there is dumb enough to run without basic cleanses.
It has counterplay. Lots of it.
Oh sure, because what you want in a competitive gamemode that’s supposed to be an Esport is encouraging troll builds that you have to change your build to deal with.
Righto. Changing your build isn’t ‘counterplay’,
Druid Amulet? :o
Healing Power [Major]
Toughness [Major]
Power [minor]
Vitality [minor]
A rune (for PvE) having
Power
Healing power
(Movement speed)
So about that Zealot Amulet…
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
I know this is too late but how about literally ANYTHING that’s not a huge gold sink? Can GW2 have just one area of the game not dominated by them?
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
I know this is too late but how about literally ANYTHING that’s not a huge gold sink? Can GW2 have just one area of the game not dominated by them?
Define huge gold sink.
Here’s to hoping for more amulets, runes, and sigils when leagues drop.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
for unranked what you want.
for ranked only 3 amulets, and celestial banned.
pealse separate casual from the ones who want spvp and not reward tracks.
https://www.youtube.com/watch?v=WKBKak4gU0g
Druid Amulet? :o
Healing Power [Major]
Toughness [Major]
Power [minor]
Vitality [minor]
That stat set should be PvE only. In PvP it would be too powerful then they might nerf druid to the point where the above mentioned stat set would actually be needed for raid viability instead of optimal.