A Suggestion on Amulet/Rune system

A Suggestion on Amulet/Rune system

in PvP

Posted by: Rym.1469

Rym.1469

Hey,

I have an idea I’d like to share that’s maybe worth considering. As we know, there were many problems in the past with some particular amulets/runes being too good for particular professions. Since for me a lot of Guild Wars 2 build crafting is very similar to deck building in card games like Hearthstone, I came up with something related to the new HS expansion and how they implemented tri-class cards.

Currently we have 9 professions in the game. What if we split them into 3 categories, based on their mechanics rather than armor/health values?
Coming up with just an example:

Group A consisting of Revenant, Necromancer and Elementalist
Group B consisting of Mesmer, Thief and Warrior
Group C consisting of Guardian, Engineer and Ranger

Basing it on mechanics makes sense, because, for example, while for some professions one more tanky Amulet can be balanced due to them naturally taking a lot of damage in combat (Necro, Ele etc.), it may be broken for other profession which has a lot of active mitigation/evasion in their toolkit and bonus defensive stats make it too hard to kill.

Going with such design, PvP team could bring back/make new amulets and runes for specific groups without fear of new amulet suddenly making something outside of that group OP.

Obviously, we would keep amulets and runes avalible to all professions, but bonus options for specific groups would possibly bring back old builds or create new ones.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144