Q:
Loving PVP, but more customisation?
Used to be like this. You could run mixed runes, amulets actually had gem slot, so you could have a tiny bit of stat variation.
Apparently was too confusing for new players. Or something.
because gratitude is a burden and revenge a pleasure.”
I hope that’s not the case because the same new players will also have to deal with their own armor/trinket/weapon choices in PVE and WVW anyway.
I hope that’s not the case because the same new players will also have to deal with their own armor/trinket/weapon choices in PVE and WVW anyway.
Bad players can get away with what ever customizations they want in PvE and WvW. Not so much in PvP. Also, by the time players reach lvl 80 they have some grasp of the runes/gems/armor sets that work or don’t work. PvP isn’t as forgiving.
Anet has simplified it so new pvp players don’t have to worry about what works and what doesn’t. In fact, Anet has specialized these meta builds so that new players are more likely to go Meta by default instead of using a random trait build. The change is better, imo.
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When ANet re-did the PvP gearing system, they removed the customizable jewel from amulets (about 13% of the current amulet stats). The reason given by Justin O’Dell was that the jewel was too confusing for new players.
The game needed MORE stat customization in PvP, not less. With the removal of stats from traits, having this added customization is even more imperative. You can’t hope to have a good PvP design when you make decision based on the lowest level of players. If players can figure out stats in PvE, they can do it in PvP.
Maybe one day they realize that amulet system is a joke and allow us in the future to mix stats like in pve/wvw. What im talking about..it wont happen
It’s harder to balance the game with more possible stat combinations. In WvW it doesn’t matter because the game isn’t supposed to be balanced, but implementing the same thing in PvP will just result in a lot of builds like the celestial builds that people complain about now.
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief
It was annoying having to click runes six times to put them on our gear just to change out a set. Plus they specifically designed runes to generally work best when you have all 6 of them anyway. It might seem over-simplified, but it’s a hell of a lot easier to switch between builds now.
Wow, it’s PvP. It’s suppose to be competitive. What makes games competitive are the rules/restrictions organizers set in place. They’re meant to keep the game balanced a fair, it makes the game more about player’s skill than about their builds/equipment/profession. It’s over-simplified to make it more appealing/less daunting to new players. It’s restrictive to make the game mode more competitive. I like the system. If you want options, go roam/duel in WvW, tower objectives are another form of conquest.
They’re meant to keep the game balanced a fair, it makes the game more about player’s skill than about their builds/equipment/profession.
This made me giggle, thanks.
because gratitude is a burden and revenge a pleasure.”
Of course, this old change completely killed my Fresh Air Staff build. Either it’s too tanky, either it’s not tanky enough.
If they simply add more stats to the amulets and removing that stat customization from traits, it’s my other Elementalist build that is going to be thrashed. I completely hate the Amulet system.
It’s harder to balance the game with more possible stat combinations.
This is a fallacy. More permutations does not always imply more difficult balance. In fact, more stat customization will actually make balance easier.
To preface, an improved system would keep stat combinations, but allow you to combine them in more granular, fixed quantities, similar to PvE/WvW. This isn’t a blank slate for stats.
Now you can look at the current amulet selection as extremes in multiple dimensions (physical damage, condition damage, defense, and a little of everything). No combination of parts of those amulets will ever exceed the bounds of the extremes; the balance trade-space is limited to what we currently have. More stat customization cannot directly make balancing more difficult.
More stat customization makes balancing easier from two angles. The first advantage is that it allows finer tuning of abilities. Right now, skills or traits have to perform a certain role to be viable. They’re making up for the inability to get that function from stats. If a skill is tuned just a little too much and ends up under that boundary, it’s not longer useful at all. Some builds revolve around a handful of key traits or skills and a small tweak to one destroys the build. Second, it provides players a way to adjust against more damaging or more defensive builds without completely undermining their build. An extra 10% or 15% damage reduction against damage-heavy teams makes a big difference and it may be worth trading off some of your damage. You won’t see a trade of glass cannons.
Stat customization can indirectly hurt balance because it allows many more viable builds. Inevitably some combinations which didn’t work in the current system, typically due to poor defense or poor crit chance, will be a little too strong. But now that you can more easily tweak, it’s not as big of a problem to tone down what’s too good. And you’ve enable many more viable builds in the process, which is more than worth the trade-off.