Dev Question: Trait Stats
This would be a great topic for an upcoming “ready up”.
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.
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.
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.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
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.
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.
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.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
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.
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.