Preface
I want to play my guardian in PvP. But it sucks. Not because the profession is poorly designed designed, but because the PvP stat system is terrible. Guardians are low HP, so they need vitality. They’re also predominately melee and don’t have strong mitigation or escapes, so they need some toughness. In order to deal decent damage, it needs quite a bit of power as well as precision and ferocity. Healing power also wouldn’t hurt. That’s 5-6 stats in unequal quantities. No amulet comes anywhere close. Even bunker guard is weak because it can’t obtain a decent mix of vitality and toughness.
Problem Statement
The all-or-nothing PvP amulet is a major detriment to PvP. It significantly limits build diversity, which causes “meta” builds which have no strong counters. Further, the limitation in build diversity discourages PvE and WvW players from taking part in PvP because they can’t play a similar build or playstyle in PvP.
The current amulet system even looks ridiculous. An amulet with 900 ferocity, but 0 precision? No one wants 1200 or even 900 toughness with 0 extra vitality either. You’re only viable in the current system if you can offset the deficiencies of the current amulet system. For Berserker/Marauder, you need to have decent base HP and tons of escapes, evades, or immunity to damage. That’s why you really only see Thief, Mesmer, and sometimes warrior using these amulets. Celestial offers a decent stat balance, but the power is sorely lacking. If you can easily and quickly stack might (d/d ele), you’re able to offset the low power and deal decent damage. Having access to bonus conditions or copious amounts of burning just makes it stronger. Soldier lacks in precision, so you need high fury uptime or another crit source (e.g. Death Perception) to deal respectable damage and keep up pressure.
That leaves many builds which rely on a healthy combination of 5-6 raw stats out to dry. Guardian is the biggest loser, though elementalist isn’t far behind. Damage builds with less escapes would love a few hundred toughness so that they don’t die so quickly to stealth burst.
Solution
The solution is relatively simple: split the current PvP amulet into multiple items. Since ~300 stat points is where you start to a see a difference, I would recommend a split of 40/30/30%. For a 3-stat amulet, 30% would be 360/270/270. It’s a one-time UI change for ANet to make, so there’s not much overhead. In addition, if the 30% item was a ring, artwork exists for a lot of them from the old jewels, saving artist time. Unlock cost can be split and if you’ve unlocked an amulet already, it can unlock both or ANet can refund the gold like they did with Minstrel amulet.
This is NOT difficult to understand. Players mix-and-match stats across many more items in PvE and PvP in this game and in many other similar games. PvP entry is gated for new players, so they’ll have some exposure to the PvE system before setting foot in Heart of the Mists. The biggest hurdle for new players in the PvP interface is finding the “PvP Build” button.
Balance Implications
The most common mistake is to see three choice in place of one and instantly claim it’s too hard to balance because it adds too many permutations. This view is flawed. Instead of viewing it simply as permutations, it needs to be evaluated as a trade space. The total number of stats you have never changes and the extremes are already bounded (the current amulets). Gimmick builds typically reside at the extremes, not in between. And because you’re using the current stat combinations, you won’t see the problem that Minstrel amulet presented.
The only balance problems that will arise are new builds which previously weren’t viable coming into the mix and providing counters to the limited number of current viable builds. This is a good problem to have. For example, you could now have a wider variety of DPS with staying power. These can help counter bruisers by providing enough sustained damage while similarly being hardy enough to stay in a fight. DPS builds won’t be forced out by stealth burst (thieves and mesmers).
TLDR
Current PvP stat system is too rigid and limits builds. Split amulet into multiple items, which allows players to mix-and-match. It’s not a balance problem to do this.