Impact on PVP with no stats from traits
Well first they are going to boost base attributes to 1000. Also they will boost the amulet itself.
Also you will be running three trait lines and be able to master all three.
So for instance, that d/d ele will now be 00666.
I think it will open up more available to you and current meta builds wont apply. Its going to change the meta completely so trying to make sense of it with current meta wont work.
I would be more worried about overpowered adept and master traits. Like elemental shielding!
As for stats they are more of a nice bonus than build-defining. What’s really important is boon/condition duration and especially class mechanic cooldown from last line that might make a real difference.
I was thinking about this actually and it makes sense that this would have a bigger impact than first glance.
For example, if Critical Strikes loses 300 Ferocity and Precision, the burst will have to come from Berserker’s alone + 78 stats + Rune. That creates a more important choice for gear as a Thief, so the burst won’t be as severe unless the Thief builds very squishy.
Former Warrior in Guild Wars 2
Former Sith Warrior in SWTOR
I just hope they don’t put ALL the stats into the amulet, and honestly amulet + jewel is still boring as hell compared to what you can do in PvE. Trait balance going into the amulet as well (especially with no additional ways to tweak stat weights) = less build customization = more stale / possibly less builds.
I mean we’re already going to be forced to roll 3 traits out of 4 / 5 … And then only an amulet? Meh … feels like a downgrade in customization to me and will ultimately be far more boring. That was something I appreciated about this game, now it’s shaping up to just mimic parts of WoW in the aspect that “You have this this or this, and can only choose from these” as your build instead of a broader spectrum of choices which is what made me at least enjoy the builds in this game.
So much for their tryhard uniqueness. They’re just adapting their own model of a system that’s tried and true, but of course doing it in such an Arenanet way that they will probably make it terrible.
They guy made it quite clear that the stat loss from the trait lines will be spread between baseline stats (upping 9XX to 1000) and the amulets… Atvthis stage in development at least.
The way I see it, I use a power based zerk build that only gains 100 power from traits because my power trait line has no traits I want… Soon I can use the traits I want with the stats I want making my burst build even burstier :-D
I can see this Working the same way with tanks builds.
Maybe the can get rid of amulets and let people put points into the stats they want instead.
Maybe the can get rid of amulets and let people put points into the stats they want instead.
Not sure if the game can support that we are still not aware of what happens to condition damage and healing power. If there is no limit to how much you can put in it’s game over. I’ll support it tough.
The Dhuumfire thread
Maybe the can get rid of amulets and let people put points into the stats they want instead.
Imagine getting a backstabbing from a thief with max power, from stealth.
Imagine fighting a 500 vit, 2000 healing guardian on the point, and suddenly see a 1500 burning tick per second from a max condi necro, with chain fear and bleed and chill.
No thanks, I rather have the enemies with non-extreme builds. Extreme bunkers are not fun to watch/played against. Extreme zerkers are not fun to watch/played against. I honestly think celestial is a good thing for this game. If anything, cele engi is still a bit too bunky. I’ll take the cele meta over the old bunker condi meta without hesitation.
Allowing people to customize their stats freely will undoubtedly surface the bunker meta again, since no one wants to be one shotted by a zerkers thief from stealth.
Already quit PvP. Just log in here and there to troll.
How about have amulets and then up to 300 of a stat of choice until you max out your total allocation limit based on what traits used to add…?
That way it pretty much matches the amount of stats we got from traits before, just we actually get to invest them into beneficial points / bonuses for the build.
I have no idea what they’re doing, but I just hope they don’t limit it purely to an amulet alone, and amulet + jewel is still not going to be enough customization to make up for all of that, bah.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Does this include condition duration!
Wahoo! Bye frands!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis <-It’s back!
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
I suggest the old RPG style of stat allocation.
Give some depth back. I could use an extra +300 toughness instead of +300 power. I don’t want my zerker be too glassy.
By rebalancing amulets only, there is very little depth. We might see no more power builds because it will be whoever shoots first wins.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Will there be any nerfs to stats on Celestial armor?
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
I suggest the old RPG style of stat allocation.
Give some depth back. I could use an extra +300 toughness instead of +300 power. I don’t want my zerker be too glassy.
By rebalancing amulets only, there is very little depth. We might see no more power builds because it will be whoever shoots first wins.
I’m going to have to say I agree with this. SPvP is going to feel incredibly boring and honestly might risk being really stale with such a lack of customization in stat allocation. Cramming all of the stats into ONE item severely limits variety … unless of course you’re okay with people playing one spec / playstyle only.
Look at WvW and how many different builds are effective there, and it’s not because of the game’s archetype, it’s because of the entire list of things one can do to customize their build … where as in SPvP I’ve heard endless complaints about their build not working here because they simply cannot even come close to re-creating it due to the sad limitations of being pushed into just an amulet
And that was prior to having all of our trait stats that will in the future be crammed into ONE amulet / source of stats … Ugh … this is going to be anything but good for spvp and “build diversity” as you at Arenanet CLAIM to support and be all about and having anything other than a stale meta.
But it’s just SPvP, it’s not your money maker, it was just part of the hype and “esports” you threw around to make sales and once you got ‘em you really haven’t shown that much interest or care for SPvP so I suppose the competitive community can go suck a fat one, eh?
Figures – Now we get an even more boring SPvP system. Even with the new traits, this is what will drive me to finally quit playing this ridiculous game.
Wait, so builds in pvp will be even more focused with the added trait stats moving to the amulet? Please consider adding jewels or a stat slider to distribute the missing stats. I don’t want to get an assassin amulet and have 0 vitality. Some amulets will be non-viable with this kind of change.
PLs make the amulets something like this:
(the numbers are just an example)
Berserker:
+1000 power
+700 precision
+700 ferocity
+250 toughness
+250 vitality
Soldier:
+1000 power
+700 toughness
+700 vitality
+250 precision
+250 ferocity
So pls dont only boost the current stats.
Because using something like berserker amulet with only a buff to its vitality but zero toughness is very squishy
Wait, so builds in pvp will be even more focused with the added trait stats moving to the amulet? Please consider adding jewels or a stat slider to distribute the missing stats. I don’t want to get an assassin amulet and have 0 vitality. Some amulets will be non-viable with this kind of change.
Can’t a defensive/utility trait investment fix that??
The Dhuumfire thread
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
maybe a good time to bring back jewel slots? instead of adding even more stats to the amulet, let us slot in a jewel like we used to.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Does this include condition duration!
Wahoo! Bye frands!
Haha, its funny because condition duration is not a stat any more. haha
Will there be any nerfs to stats on Celestial armor?
I hope you realize celestial is very strong in PvP not PvE. Celestial isn’t that great in PvE.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Is this relative to the current values or to the post-patch values?
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
While this constructive topic of Amulet stats is going on, something that’s been bugging me for a long time is the fact that Valkyrie and Berserker Amulets have simply a straight up advantage vs. the others, without spreading the stats widely as Celestial does.
However, as they may be outliers, I much prefer the way Berserker and Valkyrie Amulet are more well rounded! I would like to see that become a feature.
Normal Amulets:
- 932 primary attribute, 650 x2 for secondary attributes.
Irregular Amulets (Besides Celestial):
- Valkyrie & Berserker: 932 primary attribute, 650 secondary attribute, 451 tertiary attribute, 331 quaternary attribute. This provides 114 bonus stats, and the added benefit of better rounded stats, while still maintaining maximum power synergy.
- Rampager: 932 primary attribute, 650 secondary attribute, 331 x2 for tertiary attributes. This is a unique amulet, with a meagre 12 bonus stats.
These tiny imbalances aren’t at all game breaking. But is it really a surprise that the only optimal (competitive) Amulets have been Berserker and Celestial for quite some time now?
Suggestion: While I wish that Amulets would disappear and stat customization could be freely manipulated, if Amulets are really here to stay, this is what I suggest: bringing all amulets up to Berserker/Valkyrie amulet level, and rounding them out to cut down on harsh stat defecits brought on by removing traitline stats.
The logic is, if the main stat is offensive, the last minor attribute is defensive, and vice versa. With an exception or two.
These are just some examples to even the somewhat rigged amulet playing field and introduce some diversity. Italics indicate a decrease in stats, and bold font indicates an increase in stats.
Barbarian Amulet: 932 Vitality. 650 Power. 451 Precision. 331 Ferocity.
Cavalier Amulet: 932 Toughness. 650 Power. 451 Ferocity. 331 Precision.
Cleric Amulet: 932 Healing. 650 Toughness. 451 Power. 331 Precision.
Knight Amulet: 932 Toughness. 650 Power. 451 Precision. 331 Ferocity.
Magi Amulet: 932 Healing Power. 650 Vitality. 451 Precision. 331 Power.
Rampager Amulet: 932 Precision. 650 Condition Damage. 451 Power. 331 Vitality.
Sentinel Amulet: 932 Vitality. 650 Power. 451 Toughness. 331 Precision.
Settler Amulet: 932 Toughness. 650 Condition Damage. 451 Healing Power. 331 Vitality.
Soldier Amulet: 932 Power. 650 Vitality. 451 Toughness. 331 Precision.
I specifically left out Assassin, Berserker, Carrion, Rabid, from the above list of Amulets. Since they’re so well focused, that is a strength and it wouldn’t be necessary to spread the stat allocation further.
As design currently stands, 6 of the Amulet choices are completely obsolete, (Assassin, Barbarian, Cavalier, Knight, Magi, Rampager) and of the remaining, 9, Sentinel, Soldier, Valkyrie, Settler, and Cleric, are currently second fiddle, arguably made obsolete when compared to: Berserker, Celestial, Carrion, and Rabid. That’s in part just a result of what builds are currently good right now, so, its not really worth faulting the amulet. However, the first 6 Amulets I just mentioned need something.
With these Amulets I’ve adjusted up, opposite of those are amulets doing quite well due to the inherent synergy of stats. Here’s how I would slightly handicap them:
Assassin Amulet: 932 Precision. 650 Power. 331 Ferocity. 331 Vitality. (Still buffed.)
Berserker: 932 Power. 650 Precision. 331 Ferocity. 331 Vitality. (Slightly nerfed)
Carrion: 932 Condition Damage. 650 Power. 650 Vitality. (Same as live)
Rabid: 932 Condition Damage. 650 Precision. 650 Toughness. (Same as live)
So yeah! Those are some examples of paths I would make to get amulets back in balance.
Twitch.tv/chaithh
New Twitter: @chaithhh
(edited by Chaith.8256)
I’m going to second the need for a return to jewels to offset the loss of the ability to round out the amulet stats. Having the extra stats built into the amulets themselves like what happens with ascended gear would seriously bloat the amulet list, and being able to pick a set of +300 stats to add to the base amulet would give us all the build flexibility we need.
Unless the goal is to rebalance the amulet stats to avoid super extreme builds, like giving Zerker more defensive stats while overall bringing down the current max dps a little.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Does this include condition duration!
Wahoo! Bye frands!
Haha, its funny because condition duration is not a stat any more. haha
Will there be any nerfs to stats on Celestial armor?
I hope you realize celestial is very strong in PvP not PvE. Celestial isn’t that great in PvE.
cele is great in wvw
head here to discuss wvw without fear of infractions
Please implement a 3-item stat system, with 1/3rd of your stat spread being on each item. The current amulet system is far too restrictive (which severely limits build diversity), especially when you consider that some professions simply must take additional vitality and/or toughness to survive due to their low base health/armor. After the removal of stats from traitlines this will be even more of a problem. A system with 3 (or more) selectable stat combinations contributing to your stats is necessary, and will allow several more builds to compete.
Goodbye cele meta. Time to wait and see what’s going to change after the trait revamp
+1 to chaiths proposal, doesn’t seem game breaking and seems like a step in the right direction for diversity.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Removing stats in traits AND reducing celestial stats? I don’t really get the point, unless something compensate this. Maybe celestial will have condition/boon duration too?
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
What happen to boon and condi duration, can we please know?
P.S I am asking this not only for PvP but also PvE where I have invested over 1000 gold in gear and I’m not ready to throw everything down the drain just yet
All of Fife-gauge’s suggestions here are very good. I think everyone agrees to that we need a better way to customize our stat distribution.
maybe a good time to bring back jewel slots? instead of adding even more stats to the amulet, let us slot in a jewel like we used to.
I’m going to second the need for a return to jewels to offset the loss of the ability to round out the amulet stats. Having the extra stats built into the amulets themselves like what happens with ascended gear would seriously bloat the amulet list, and being able to pick a set of +300 stats to add to the base amulet would give us all the build flexibility we need.
Another vote for jewels. Please give us some room for customization.
maybe a good time to bring back jewel slots? instead of adding even more stats to the amulet, let us slot in a jewel like we used to.
I’m going to second the need for a return to jewels to offset the loss of the ability to round out the amulet stats. Having the extra stats built into the amulets themselves like what happens with ascended gear would seriously bloat the amulet list, and being able to pick a set of +300 stats to add to the base amulet would give us all the build flexibility we need.
Another vote for jewels. Please give us some room for customization.
I doubt jewels will make a come back, but it’s sorely needed for an elegant way to appear, in regards to getting the necessary stats in your build, without leaving yourself at 11k HP.
That’s just an example. So many amulets \ stat distributions are just unusable and somehow need wider appeal.
Twitch.tv/chaithh
New Twitter: @chaithhh
(edited by Chaith.8256)
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
I suggest the old RPG style of stat allocation.
Give some depth back. I could use an extra +300 toughness instead of +300 power. I don’t want my zerker be too glassy.
By rebalancing amulets only, there is very little depth. We might see no more power builds because it will be whoever shoots first wins.
I’m going to have to say I agree with this. SPvP is going to feel incredibly boring and honestly might risk being really stale with such a lack of customization in stat allocation. Cramming all of the stats into ONE item severely limits variety … unless of course you’re okay with people playing one spec / playstyle only.
Look at WvW and how many different builds are effective there, and it’s not because of the game’s archetype, it’s because of the entire list of things one can do to customize their build … where as in SPvP I’ve heard endless complaints about their build not working here because they simply cannot even come close to re-creating it due to the sad limitations of being pushed into just an amulet
And that was prior to having all of our trait stats that will in the future be crammed into ONE amulet / source of stats … Ugh … this is going to be anything but good for spvp and “build diversity” as you at Arenanet CLAIM to support and be all about and having anything other than a stale meta.
But it’s just SPvP, it’s not your money maker, it was just part of the hype and “esports” you threw around to make sales and once you got ‘em you really haven’t shown that much interest or care for SPvP so I suppose the competitive community can go suck a fat one, eh?
Figures – Now we get an even more boring SPvP system. Even with the new traits, this is what will drive me to finally quit playing this ridiculous game.
I don’t want to sound rude, but pretty much this.
also:
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Would you please remove amulets and give us old armors way of building please??
I’m just tired of “All-in-one” and lets go… I want my stuff to be custom as it was before, you help no one to throw all in one amulet and..
My suggestion, do the solution like you did for gem currency! PLEASE
Leave amulets and bring back old way of setting up runes and armor pieces.
Make it rookie friendly and still able to customize for some serious pvp with old way how armors did work…
Give some love to sPvP people, we buy outfits, minis, bank slots and all the things with real money as well! What does make you guys think that we don’t bring money ?!?! We even bring more money then PVE people because we have no real way to gain fast money in WvW/sPvP so we buy gems with cash.. Please give us some love! Thx
These changes look kittening great, I wouldn’t worry about it.
DOES ANYONE KNOW WHAT THE HELL IS GOING TO HAPPEN TO CONDI AND BOON DURATION GOD kitten T.
DOES ANYONE KNOW WHAT THE HELL IS GOING TO HAPPEN TO CONDI AND BOON DURATION GOD kitten T.
I think we can all agree that typing in bold is the best way to get the answers you want.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Celestial is the greatest thing to happen to PVP. It is the culmination of concepts in what are, ultimately, the most progressive classes which lean on weapon swapping. Before celestial fighters EU was running triple bunkers. Before celestial there were a million and a half concepts of effective archetypes like “lockdown” and “roamers” and “scouts.” All of which were flat newbie nonsense. Celestial solidified the concept of bunker, fighter, dps and flavors thereof. We should not want a celestial nerf. We should want a power gain for those classes which don’t run celestial. HoT is the perfect time for innovation which is additive. Raise the skill ceiling. If the math is correct and the upcoming changes are a buff to celestial whatever. We should see less limitations on classes. Nerf is not the answer. Classes have built in limitations which they should, in a sense, not have. Builds should be able to work around those limitations, a la mesmer dealing with condi better. The meta absolutely needs shaken, but conceptualize where it is now. The evolution to meta is like the evolution of mixed martial arts. Once different styles fought one another in a semi disorganized hodgepodge. Now MMA is a homogenous chess game of Jiu jitsu, muay thai, and wrestling which from a distance looks almost indistinct. And so it is with PvP. There will always be a reach toward equilibrium which as players we should celebrate.
^what drivel. Thanks grouch, sounds like the change everyone’s been asking for.
^what drivel. Thanks grouch, sounds like the change everyone’s been asking for.
You can’t say everyone has been asking for this when the guy above you seem to have blown a gasket.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
split ammy into ammy and 2 earring,split states like.. 60% ammy 20% each earring,condi dur on condi related earring, 10% per earring,boon dur on defensive state earrings,same as codi dur,more states options,prob solved?
Celestial Gear
Increased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.
Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended."
This above was from an April 2014 patch.
__________________________________________________________________
the fact you are going to nerf is 10% when you buffed it 6.5% back in the day shows that the amulet is going to be almost useless as it was before prior to the 6.5% buff.
Personally I’d like to see another page / tab under trait lines where we simply get to allocate our previous stat points that our traits once provided. And of course follow similar rules of the trait system where you can’t invest more than 300 into any one stat, or more than 30% into boon duration, condition duration, or class special (if class special will even be a thing anymore).
The technology for it is already there … and it could be set up so that 1 point turns into 50 stats or 5% increase for boon / condi duration or class special. If power creep is an issue due to additional trait points being added along with the trait buffs then perhaps reduce the number of overall stat points that can be allocated or perhaps reduce the maximum amount of points that could be invested into stats themselves, maybe both? There are options for this -.-
As an example to further explain this idea … you could have a button for each individual stat neatly set up on something similar to the trait page. Then, based on the 1400 total stat points we previously would be getting from traits, give us 28 points to invest into individual stats. Last but definitely not least, to prevent too much power, keep it capped off at 6 points that could be invested (300 stats, just like previous trait system) between individual stats.
With something like this we could really add some depth and min/maxing to what we truly want in our builds and I don’t see how more variety would equate to being a bad thing, especially if it makes even more builds viable. Honestly, I’d much rather see something like this in PvE as well because all of my ascended gear is going to feel really bland and worth so much less without the additional stat points I had from traits to compensate for some of my weaknesses and increase some of my strengths rather than having it all uncontrollably lumped in together which will effectively kill hours of using build calculators and min/maxing the build which is ultimately, a huge slap in the face and really really lame of Arenanet.
Not to mention the amount of time invested in grinding up that ascended gear, just to have my build balance ripped away due to what I will flat out call poor design choices, is going to be nothing but another net disappointment for me from Arenanet.
On a positive note, though, as far is the traits themselves go. They look quite fantastic from what I’ve gathered, however, I’m sure some still need work based on certain classes giving feedback …
But still, taking away even more depth from customization of builds through a “new” lack of stat point allocation is literally like a step backwards rather than forwards. You really can only dumb a system down so much until it becomes really bland and incredibly stale, not to mention risking being boring so please, don’t make this mistake.
This game has always had so much potential … and a large part of the allure as to why I stuck around so long was the ability to really feel like you’re building your own unique character / build, but these stat changes that are coming with the trait changes really take away from that feeling / possibility. And that was a huge part of this game for me personally.
Please Arenanet, think of the kittens.
(edited by Jesiah.2457)
This might actually be good for build diversity.
The fact that you can currently take zerk ammy and still have 1500 toughness is the reason things like knights and cavalier are useless.
This should make make other amulets viable by giving you no other way to get the stats you need.
Space Marine Z [GLTY]
Someone else did the math, but even with a 10% stat nerf, making all base stats 1000 and raising amulet stats as proposed, with celestial nets a total 9% dmg creep. The power drops by 90 total, ferocity down by 4% but precision gets a boost as does condition damage…And
Before we get all, “mawr nerf dat cele”…. Other builds look to be feeling the power creep with tanks looking tankier and dps getting…. Burstier? :-D
I genuinely see this all balancing out
Maybe the can get rid of amulets and let people put points into the stats they want instead.
Imagine getting a backstabbing from a thief with max power, from stealth.
Imagine fighting a 500 vit, 2000 healing guardian on the point, and suddenly see a 1500 burning tick per second from a max condi necro, with chain fear and bleed and chill.
No thanks, I rather have the enemies with non-extreme builds. Extreme bunkers are not fun to watch/played against. Extreme zerkers are not fun to watch/played against. I honestly think celestial is a good thing for this game. If anything, cele engi is still a bit too bunky. I’ll take the cele meta over the old bunker condi meta without hesitation.
Allowing people to customize their stats freely will undoubtedly surface the bunker meta again, since no one wants to be one shotted by a zerkers thief from stealth.
Of course there should be a limitation in place in regards to how many points you can place in a specific stat.
Celestial Gear
Increased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.
Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended."
This above was from an April 2014 patch.
__________________________________________________________________
the fact you are going to nerf is 10% when you buffed it 6.5% back in the day shows that the amulet is going to be almost useless as it was before prior to the 6.5% buff.
I certainly hope so. But I have a feeling that is not going to be the case.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
While part of me is saddened by the loss of choice, we never really had much choice in builds in the first place. There was a ton of really mediocre builds but only a handful of truly viable builds.
With all stats being placed on hopefully well balanced ammys and Specs being limited to 3 lines per build we will get more MEANINGFUL choices that are also easier to balance. Depending on what role you want to fill, there’s going to be an obvious choice with a bit of wiggle room for personal taste.
Personally, I think I prefer this approach. If something after this update is OP or UP, the reason why will probably be instantly apparent and fixing it will hopefully not dramatically change another build (remember how many balanced War builds were destroyed while attempting to balance Hambow).
@BigCountry.6490 I think each stat line was buffed by 6.5% unless I’m mistaken whch means the overall buff was much bigger. The new version will be better than the old version but weaker than now.
I don’t have anything against Celestial being a Jack-of-all-trades-master-of-none, but right now it’s the Master-of-all if your build has access to easy power/condi/healing and there’s very few reasons to run anything else. Why run Static Discharge Engi when Cele Rifle exists?
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
Profession mechanic stats could be included with minors to to the profession mechanic line. That could make it seem mandatory for some professions even more than now, though. As for condi/boon duration I can’t imagine not having access to those.
As for stats nice idea would be just adding stats via let’s say attribute points. Like one attribute point = 10 stat points. To ensure insane overstacking of power, toughness etc. (wich would be terrible), there should be thresholds when getting more of certain 10 stat points takes 2 attribute points and later even 3 or more if necessary. This could be, ofc, judged as complicated/confusing for new players which… I can’t even
And it would be time consuming and hard to balance which is valid counter argument :P
+1 for Chaith’s idea, it’s good start and relatively easy to implement
Yeah I don’t really play the game any longer – whaddya think I am doing on forums?
ArenaNet should erase all amulets except celestial, in oder to make the game “more fair to balance”.
PvP was already severy lacking in therms of flexibility, disabling stats points from trait lines will only go deep in that lacking.
Wow you guys are nerfing celestial… After removing it’s initial crit bonus you had to compensate by increasing the overall stats, and now you are nerfing that, even after nerfing might stacking. What a failure at creating build diversity, you are pushing classes more and more into pure burst or pure bunker builds.