Amulet Jewels
This would allow more variety if traits no longer have attributes. Adding something to zerk to offset the loss of trait points.
would be one way to solve the loss of stat-points. Maybe they could even add stuff like boon-duration, condition-duration and stuff like that on jewels.
The old amulet jewels weren’t enough. They were 14% of amulet stats. Instead, I suggest an amulet and two rings. Amulet is 50% of the stats and each ring is 25% of the stats. It makes sense, is pretty simple, and offers a reasonable degree of customization.
If anything, the stats need to be lower not higher. The potential for insta burst and unkillable builds is through the roof if all the amulets get 800 more stats.
Former Warrior in Guild Wars 2
Former Sith Warrior in SWTOR
The potential for insta burst and unkillable builds is through the roof if all the amulets get 800 more stats.
I wouldn’t say it’s through the roof. You’re not getting all the stats added directly to amulets.
- Base character sheet stats are being increased from 926 to 1000. There are 4 basic stats, so that’s 296 stat points.
- I’d guess the total stat pool is 970 at the high end. I arrived at this by 700 primary stat points with 14 traits, minus 150 since half of the profession-specific bonus became baseline, plus 60% * 700 for 3 of the 5 secondary stats which can be found on gear. I could see it being closer to 700 or 800 though, depending on how ANet balances it.
- If what remains from the stat pool after increase to base attributes was all turned into PvE zerker gear, it would be something like 277/198/198.
Considering a lot of burst builds already get 300 or more offensive stats from traits, it’s significant, but I don’t think it will be overwhelming.
Edit: Goofed up and counted healing power and condition damage. Fixed
(edited by Exedore.6320)
only the 5 basic stats gets raised to 1000
strength
precision
toughness
vitality
ferocity
the other stats base stats is zero
healing power
condition damage
condition duration
boon duration
so (1000 – 926) x 5
only 370 extra stats.
just remove pvp amulets and let us tweak our extra stats the way we like already.
or just let us make our own customized amulets.
The old amulet jewels weren’t enough. They were 14% of amulet stats. Instead, I suggest an amulet and two rings. Amulet is 50% of the stats and each ring is 25% of the stats. It makes sense, is pretty simple, and offers a reasonable degree of customization.
^ Something like this would be nice, having some form of customization in spvp would be a lot more fun. Compared to PvE the customization in SPvP is extremely lack-luster and boring by comparison. If traits have no stat points and we’re forced to roll fully into 3 trait lines, build customization / theory crafting will also feel lowered and more boring. That’s how I feel about it, anyway.
But hey, I mean this must make sense in the eyes of Arenanet and their “build diversity” they speak of, or more like spoke of. And by that they mean less builds, because that obviously equates to more diversity and whatnot.
I would just like to see more than an amulet, hell, back to the way it was in the beta before launch was a lot more fun. But apparently that’s too hard for SPvP’ers and so it should be extremely dumbed down even further than it ever was before.
Can’t wait to see how even fewer builds are used because there are fewer builds, and likely one will trump everything else until it gets nerfed into making the other choices seem worth anything because it got “shaved” so hard, as per Arenanubs usual design choices.
Ugh, not really looking forward to any of these changes, especially if there is no additional stat customization to go with the trait losses. Seems so meh. :/
only the 5 basic stats gets raised to 1000
Oops. I was counting condition damage and healing power too. Will re-do my post.
I think you can forget about condition duration and boon duration being stats. It looks like ANet will be using targeted increases instead. For example, I would expect that one of the necro specializations will increase bleeding and maybe poison durations by some percentage as a minor trait.
I disagree, I don’t want to have jewels back. If the cost for better balance means less options. So be it.
I rather not have them having to factor in more variables when doing their balancing.
I disagree, I don’t want to have jewels back. If the cost for better balance means less options. So be it.
I rather not have them having to factor in more variables when doing their balancing.
“More stat customization = harder to balance” is a common fallacy that gets paraded around the forums. Adding more stat customization only indirectly leads to more balance concerns because it will allow many more viable builds. I think that’s a good problem to have.
Increased stat customization won’t significantly increase the balancing burden. If you think of stat customization like a slider, you have extremes (max offense, max defense) and then a “super middle” (celestial). We already have those. What more stat customization does is allow players to achieve locations between the extremes and all will be less than the “super middle”. Your balance trade space doesn’t increase.
I disagree, I don’t want to have jewels back. If the cost for better balance means less options. So be it.
I rather not have them having to factor in more variables when doing their balancing.
What if they simply used a system in SPvP for stat allocation close to what we have in PvE, but of course, with the homogenized amount of stat numbers currently used in SPvP? I’m pretty sure that’s what people are getting at here, not just being forced to use one amulet which I’m gathering many of us are concerned is going to kill off a lot of build diversity in the process if it remains this way coupled with the trait changes. Having some +70-80ish additional stats to everything isn’t going to address this concern, either.
Honestly … I think it would make a bit more sense to at least have a similar stat allocation system for SPvP rather than making it so much different than PvE as it is now. In that I mean on paper, it should be easier to balance the game considering they aren’t balancing two almost entirely different balances of the game itself.
Face it, with how they’ve been on the decline in pushing content, let alone balance patches, it would seem likely that it’s in their best interest to just simplify the disparity between the two game modes which I would like to think might make it easier to balance and therefore they hopefully deliver better balance overall.
Even if it was completely similar in SPvP compared to PvE in how you gain stats from all armor slots, there are still plenty of things to keep PvE / WvW balance unique to itself from SPvP. That being Ascended Armor / Weapons & Legendary weapons along with the bonuses they have. Then there are food buffs and in WvW there are also buffs you can gain from ranking up in there as well which are actually quite strong and at least give WvW it’s own flavor for PvP (outside of zerg fests).
So there’s still plenty to strive for in terms of character progression without making the game feel too similar in all departments while hopefully keeping SPvP from being ridiculously stale and or overly catered to casuals which would ultimately just hurt SPvP even further, at least IMO.
“More stat customization = harder to balance” is a common fallacy that gets paraded around the forums. Adding more stat customization only indirectly leads to more balance concerns because it will allow many more viable builds. I think that’s a good problem to have.
+1 Simply for that, even though I read the rest and agreed with that, too.
(edited by Jesiah.2457)