Dev Question: Trait Stats

Dev Question: Trait Stats

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Posted by: Loboling.5293

Loboling.5293

Hello,

I was hoping the devs could come and give us some information on how they will balance pvp with the coming trait changes (no longer granting stats).

Given that players will lose a large amount of stat customization in pvp, how do the devs plan on allowing players to keep similar levels of customization?

Some ideas that have been thrown around are the return of jewels to amulets, a stat slider to allocate the missing stats, and a few others I’m not familiar with.

If the plan is to simply beef up amulets and player base stats, that DOES NOT maintain a similar level of customization. I look forward to hearing an official response on how they will work this out.

If they are unfamiliar with how this change could hurt build diversity, then they should look at classes with low base hp, who have a very hard time surviving without good amounts of vitality. Now berserker amulets have vitality, but assassin, cleric, etc have no vitality. Some classes and builds need to be able to focus some extra stats in a beneficial way to their build. Removing assassin s/d thieves or most zerker eles, and many other builds from being viable feels wrong.

I hope you found this post constructive, and I don’t mean to come off as confrontational. I just want to hear an official response to what the plans are in regards to this topic for pvp. (Since they lack the same customization that will make wvw and pve adapt to these changes)

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Posted by: style.6173

style.6173

This would be a great topic for an upcoming “ready up”.

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Posted by: Loboling.5293

Loboling.5293

I agree for having the info in a ready up. It is very relevant to all pvpers.

However, I want to make a post directed at the players.

I know I’ve seen a number of threads on this topic, but none of them have gained any traction. I imagine its hard to have a discussion on something where we’re missing so many details, but players should speak up that they want to know about this. Otherwise, we may get too close to the release of HoT, without having given our imput on the upcoming changes.

A-Net does a decent job of talking to the playerbase, but I’m sure many would agree that deviating from their planned direction comes slow. I don’t want to pvp for months with only a handful of viable builds, should that happen. We don’t know what A-net has planned, but we know that trait lines wont have stats, how this will affect pvp is obvious, but there is more to the story we don’t know. We need to know about it. So join this thread to try and get some information.

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Posted by: Sigmoid.7082

Sigmoid.7082

Probably means we will see more stat combos on amulets since they wouldn’t now result in an over abundance of a particular stat.

Also less customization means its easier to balance as well due to less variables.

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

I’m not fussed with the stats being removed from traits, I don’t even think they should compensate us and apply those lost stats to amulets, just leave them out.

There’ll be less of a power creep, less power precision and ferocity going around, meaning less damage over-all, I’m fine with that.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

Dev Question: Trait Stats

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Posted by: Sigmoid.7082

Sigmoid.7082

I’m not fussed with the stats being removed from traits, I don’t even think they should compensate us and apply those lost stats to amulets, just leave them out.

There’ll be less of a power creep, less power precision and ferocity going around, meaning less damage over-all, I’m fine with that.

Honestly more worried about the new burning and poison that direct damage.

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Posted by: Narcarsis.5739

Narcarsis.5739

assassin s/d thieves

viable

What.

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Posted by: Exedore.6320

Exedore.6320

The current system is in dire need of more customization. If they just up the stats on the existing amulets and call it a day, it will be a disaster.

The best solution for players and developers is to split the amulets into multiple items. I recommend amulet, ring, ring at 50, 25, 25% of the total stats using the existing stat combinations. It’s enough customization to get close enough to any build you’d want to do while not being at the mercy of the patch cycle and watch developers decide to add.

Kirrena Rosenkreutz

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

I’m not fussed with the stats being removed from traits, I don’t even think they should compensate us and apply those lost stats to amulets, just leave them out.

There’ll be less of a power creep, less power precision and ferocity going around, meaning less damage over-all, I’m fine with that.

Honestly more worried about the new burning and poison that direct damage.

Eh, we’ll have to see how it plays out, I’m hoping that the damage overall will be the same. It could go either way though and be either really bad or too strong, can’t imagine it being just right the first time round, as these sorts of scenarios rarely happen.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: data.4093

data.4093

The best solution for players and developers is to split the amulets into multiple items. I recommend amulet, ring, ring at 50, 25, 25% of the total stats using the existing stat combinations. It’s enough customization to get close enough to any build you’d want to do while not being at the mercy of the patch cycle and watch developers decide to add.

I’m wondering if this will be their path of choice. Anet may have a difficult time making a one-size-fits-all amulet and just give you more slots to choose jewelry. I don’t think they need to give different weights though, just some slots where you pick an accessory with a few stats. Something like 4-6 slots each giving a piece of jewelry with stats for 2/3 attributes should work.

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Posted by: Exedore.6320

Exedore.6320

I don’t think they need to give different weights though

The use of different weights wasn’t arbitrary.

Typically you have a main role and that forms the bulk of your stat choice (e.g. zerker for DPS and cleric for physical dmg bunker). Then, what is a reasonable amount of additional vitality or toughness that one of those roles would need and which combos would yield it. That formed the basis for a ring. The second ring was a tweak slot for hybrid builds.

However, I worked out those ratios under the current system. With no stats from trait lines (especially the vitality line for defensive builds), the ratio needs re-evaluated.

Kirrena Rosenkreutz