#1 Issue, Amulet System
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 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.
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.
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.
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.
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.
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?
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
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.
“Buff my main class, nerf everything else. "
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)
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
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.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
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?
“Buff my main class, nerf everything else. "
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