Amulets and stats

Amulets and stats

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Posted by: Xiaka.2814

Xiaka.2814

A lot of discussion about amulets and stats has been done lately in this forum and in game chat (New amulets, minstrel removed, cele meta, etc). I think that maybe the big issue with this is that even if we have a lot of amulets available most of them are not being used, cause they are useless except in a very very specific situations. Maybe I’m not wrong if I say that not more of 5 or 6 are commonly used and the other are useless most of the time cause they are missing one “key” stat.

What we need imo is more flexibility, maybe dividing our stats in 2 pieces (dunno if 50/50, 60/40, 70/30).

For example you can go cele using two cele amulets (each of them gives you the half of the points they give right now), or you can go half cele half marauder for a more offensive configuration without becoming a pure cannon glass.

Or you can use one of those non used amulets just combinig it with another that gives you the missing stat in a low amount making it viable to be played, for example half cavalier (one that I don’t see anyone is using) and half assasin to compensate the lack of precision in the first one, the total amount will be (in 50/50 case) 900 power, 600 precision, 600 toughness and 900 ferocity, which will be again an offensive configuration but without becoming a connon glass.

I think that 2 pieces will be ok, not adding almost complexity to the system and open flexibility to new configurations. Ofc the metagame will be the metagame and at the end a low number of configurations will be used often but we will have more diversity than the actual (cele, marauder, settler, cleric, did I miss anyone?) metagame.

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Posted by: Exedore.6320

Exedore.6320

Been asking for this since release. ANet seems dead set on the all-or-nothing amulets.

I would recommend going with 3 items over 2 though. A 40/30/30 split would cover pretty much every stat configuration you could ever want. With a 2 item system, you still struggle to get exactly the right ratio for hybrid builds.

There’s a lot of pushback from people who think that more choices means more permutations to balance. But that’s a poor way to view stat selections. Stat selections are a trade-space and as long as you have extremes (the current amulets) and deal with balance there, nothing in between will be too powerful. The only balance issues which would arise are more builds being viable, and that’s a good problem.

Kirrena Rosenkreutz

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Posted by: Xiaka.2814

Xiaka.2814

It’s me again… I also forgot to add that with the new trait system we lost more flexibility. At least in the past you could complement your stats through trait lines.

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Posted by: aelska.4609

aelska.4609

I fully support this thread, we need more flexibility in term of stats ! Anet plz <3

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

it is all in vain.

they are pretty kitten with the amulets.

see how fast they removed a useful (for certain bunker builds) amulet?

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Posted by: Khael.7325

Khael.7325

I honestly don’t think they want us having complete flexibility with our stats. (see minstrel removal) It seems the devs feel that certain stat combinations are unhealthy for the the pvp playing field. (which may be true) If this is the case however, it does feel like a lame restriction.

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Posted by: Prisoner.2419

Prisoner.2419

3-item or 4-item stat system would be perfect for build diversity without breaking balance. No need to keep adding new stat combinations that invalidate or are invalidated by previous stat combinations, just add the ability to use mixes of the ones we already have.

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Posted by: Xiaka.2814

Xiaka.2814

I honestly don’t think they want us having complete flexibility with our stats. (see minstrel removal) It seems the devs feel that certain stat combinations are unhealthy for the the pvp playing field. (which may be true) If this is the case however, it does feel like a lame restriction.

Maybe full flexibility will be unhealthy, but the system I propose will avoid those unhealthy ones, for example, with my proposal you cannot create minstrel stats. I also feel unhealthy to go all or nothing, because no matter how many amulets you keep introducing to the game, the same amulets will be used over and over, as I said in my first post. 3 years of game and (cele, marauder (old berserk), soldier, cleric, settler, condi amulet) are the ones that has been used in the 99% of the games.

My conclusion is: if they don’t want to add flexibility is useless to add new amulets, cause they will be worse than the ones we have. Having a system to mix stats will improve playing styles, for example d/d eles oriented to dps or to bunker instead of the “go cele” we have right now because it’s the only viable option for eles, think about that most of the professions in this game are binded to one-two (3 if they are lucky) amulets, eles celestial, thief maruader, mesmer marauder or condi, engi soldier marauder cele, ranger marauder… and this will probably extend to the new elite specializations with just one or two exceptions (I’m thinking about druid). I don’t see it to be healthy to the game.