#1 Issue, Amulet System

#1 Issue, Amulet System

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Posted by: charchar.2149

charchar.2149

  1. sPVP Problem: Amulet Diversity Limits Build Variety….

I strongly suggest that many more amulets are added or a new system is developed where you are given 3000 stats that you can allocate anyway you want up to 1200, or some max value that can be dumped into one stat such as precision. Concentration and expertise will also need max integers.

TLDR explanation go:
The small quantity of available amulets that stop professions from having the necessary stats to create viable custom and interesting builds, is the number one problem with sPvP appeal and ballance. You are essentially forced to choose strong power damage, strong condition damage, or strong survivability. It’s extremely hard to make effective classes that can shine through player skill and have a chance to win 1vs1 against any other class dependent on player skill. Ballancing pvp through amulets has left scenario pvp play bland and unbalanced. Classes such as Druid have benefitted the most by the new amulets and the removed amulets. Classes such as Elementalist have suffered the most. Profession specializations and traits already designate survivability or damage but the current amulets contradict and don’t fully support the builds. WVW already has better build variety with the gear dependent system because you can mix and match items to get the supportive stats you want.

There are far too few amulets for captivating pvp variety. A new system where players can control their own custom builds to their playstyle would create a more interesting and balanced pvp environment. It would be balanced because if you don’t set up your attributes optimally and you character isn’t optimal it’s your own doing. That sub optimal build might just be what’s successful for someone’s playstyle however.

Anyone else feel stifled and bored playing and build crafting with the current Amulet system?

#1 Issue, Amulet System

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Posted by: Trevor Boyer.6524

Trevor Boyer.6524

I agree that there should be more variety in attribute allocation but this would unlock a Pandora’s box full of new complex balance issues. Many things would need to change before they implement something like that.

The bigger thing that would help build diversity is simply toning down HoT content. It’s quite clear that this is where build variety took on serious limitations in viability. It needs to be done and I’m not sure why it hasn’t happened yet.

I use the name Barbie on all of my characters.

#1 Issue, Amulet System

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Posted by: Warlock.7136

Warlock.7136

I agree that more amulets need to be added. not sure how I feel about a custom system. but an interesting idea none the less. the main issue appears to be that anet hates defense, as all +tough +vital amulets have been removed. so I have a personal boycott on conquest mode. as I find it counter logical that the main point of conquest mode is defense and yet all defense based characters aren’t allowed(stat wise). something needs to be done though as all pvp is currently a flip of a coin. that basically results down to who hit first. for every point a counter point. if high damage amulets are allowed then high damage reduction amulets need to be around. if however anet feels that ANY defensive stats should not be allowed(as they slow the match or w/e) then we should simply switch to death matches instead of conquest. I mean if dps is what is being treasured then a dps focused mode like death matches should be implemented. if conquest(a defensive match type) is what is going to be around then defensive characters should be allowed. I would encourage more amulets but all we will get is more offense based amulets(and not all players are offensive style players). as for a custom system, I would love it. but it simply isn’t going to happen. great idea OP but it will fall on deaf ears and flame filled posts sadly.

#1 Issue, Amulet System

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Posted by: Sins.4782

Sins.4782

The amulet really needs to be broken down into 3 or 4 items so we can get some real stat diversity without completely breaking balance. A lot of HoT stuff still needs to be balanced for some stat combinations to be reintroduced though, and unfortunately it doesn’t seem like ANet is very interested in doing so.

#1 Issue, Amulet System

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Posted by: HeadCrowned.6834

HeadCrowned.6834

Yeah, agreeing with this. This amulet system has a lot of flaws. There is a huge lack of certain stat combinations (for example condi dmg – healing power) and an overabundance of useless stat combinations (for example ferocity without any precision). Even during the Celestial Amulet era there seemed to be more build diversity possible.

#1 Issue, Amulet System

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Posted by: Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318

I agree.

The lack of Amulets has made it incredibly hard(not impossible) to come up with new interesting builds capable of atleast not bieng instant fodder for thier meta version.

For example seekers and diviners amulet. I feel were A-net’s way of trying to make a somewhat squisher dps builds. But since they are outright scared of any amulet with toughness and vitality in the same road except for palladins. Most classes can’t use them.

#1 Issue, Amulet System

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Posted by: Dawdler.8521

Dawdler.8521

No, I consider it the #2 issue. The #1 issue is that in a 5 player min-max world 9 classes cant be balanced. There will always be a maximum of 5 “overpowered” classes and 4 “unbalanced because they arent played” classes at any given point in time, regardless of how the balance between the 9 actually is. Since balancing against this wreck havoc on WvW where all 9 classes can get played at once easily (or 50 of them), its a major issue that transcend sPvP, unlike the restricted amulets which is an sPvP specific issue.

#1 Issue, Amulet System

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Posted by: DeceiverX.8361

DeceiverX.8361

Yup split it up into multiple. Should put the same stats in PvE on them as well.

Cause then you balance PvP and WvW at the same time. Who would think such a thing possible?

#1 Issue, Amulet System

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Posted by: Spartacus.3192

Spartacus.3192

Ive said this before a number of times. They really should go into splitting the ONE amulet system into 3 items. So you choose a stat set for Weapons, another for Armor and another for Amulet. The total number of stat points will remain the same but this will allow a significant increase in stat flexibility, allowing for a wider variety of builds.

This isn’t much more difficult for new players to understand while allowing experienced players to experiment with a lot of different builds.

Your typical average gamer -
“Buff my main class, nerf everything else. "

#1 Issue, Amulet System

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Posted by: AllNightPlayer.1286

AllNightPlayer.1286

Maybe they should switch to a two ring system instead of one amulet.

You have to equip two rings to get your full stats (rings attributes are half-half). Every ring represent one stat combo, which is available in the game (plus some PvP exclusive combos like Barbarian).
The devs are afraid of pure three-stat combos. So, the PvP ring system shall work like the ascended system. You can only equip one type of combo at the same time. Should someone want to go as full heal, he has to equip one Cleric and one Magi ring. Or someone wants to go full burst, he has to use Berserker and Assassin.

(edited by AllNightPlayer.1286)

#1 Issue, Amulet System

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Posted by: Ensign.2189

Ensign.2189

The amulet system (and all the removed amulets) are papering over serious imbalances in the stat system. I don’t think there’s a realistic way for them to address the stat system at this point, so the amulets, while not a first-best solution, are at least a functional way to keep some semblance of good gameplay.

#1 Issue, Amulet System

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Posted by: Jourdelune.7456

Jourdelune.7456

+1

I want a full fledge PVE stats system for SPVP.

They should give hard and soft cap to some attributes, changes some skills/weapons scaling, add some diminishing returns and iterate changes over time.

SPVP with amulet is like Kindergarden of Gw2 PVE.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

#1 Issue, Amulet System

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Posted by: Spartacus.3192

Spartacus.3192

SPVP with amulet is like Kindergarden of Gw2 PVE.

100% agree

If new players can understand how to create builds and use stats in PVE with full flexibility why does ANET insist on dumbing down PvP?

Your typical average gamer -
“Buff my main class, nerf everything else. "

#1 Issue, Amulet System

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Posted by: Amaimon.7823

Amaimon.7823

why not reduce everything to whackamole, everyone gets same stats, same skills, same armor, same ranges, no more discussions of overpowered and weak classes, no more tweaking with stats