https://twitter.com/TalathionEQ2
PvP needs better Traits, More Customization.
https://twitter.com/TalathionEQ2
I’d like to see the removal of the trait system, and its effects added to skills as conditional/situational effects.
+ 1 , Also better rewards etc
Ehh.
-Weapons overhaul? that seems like a lil excessive use of time.
-Traits are in the same situation, it would be WONDERFUL to be revamped/merge, but that is just extremely time/recourse consuming compared to the reward*
-Choosing a second stat on each tree… I don’t see that really helping much short of pushing more specs to extremes, since they can, (spike dps/bunker) and god knows we don’t need more of that.
Cosmetics and cash shop, that could be a great place to start.
Some touch ups on the current gear so it looks better (most notably medium armors)… that while making gear in the mystic forge cost 2-50 slivers a piece, depending on the tier/piece, and better cash shop design (sells slivers kind of cheaply). It’d setup a good income base for PvP in the game, and if GW2 ever wants to survive it NEEDS that.
When it comes to gameplay tweaks I’d rather they started somewhere else , if you know, they were in a mood to revamp GW2.
-*don’t get caught up by the illusion dead traits give, there are 2-4~ general ways to spec for each class, what game seriously needs more than a few dozen top tier ways to make a toon
(edited by garethh.3518)
What I’d want in PVP:
-More skills for the same weapon set. Maybe 15 skills per weapon, and you’d chose how to build it. Like, you can either pick support / condition / burst / dps / mix oriented skills…
- More weapons for every class, overall (maybe not so soon)
- More options for amulet stats
- Split said trinkets into 6 minor pieces, more balanced builds (and not that min/max bs)
- A 4th utility slot
And finally (for what i can think for now)
- Better/more useful traits
. Elementalists for example, could have a ‘Cauterize’ trait in the fire line. “Cure 3 conditions whenever you swap into fire attunement”. A defensive trait in a offensive trait line!
- Get rid of trait levels (make stat lines more valuable)
. Make any trait pickable at 10/20/30 point. No more adept, master and grandmaster, you’d invest for stats.
@Asomal.6453
Everyone who gives a kitten about making a spec min/maxes.
That’s just about optimizing, it becomes an issue when you end up unkillable and/or dealing rediculous dmg (no fun anywhere in that for anyone else).
-Traits are a mess at the moment.
-Any trait in any tier won’t help (just take my word for it)
-Adding in the 6 minor jewel slots will just make most people go even more glass or more tank, exc.
The main thing I like there is revamping weapons.
Either they have to learn to setup skills to be as deep/impacting as some MOBA ones or give us the choice from a few dozen skills each sort of weapon could have and put them in.
(edited by garethh.3518)
What I’d want in PVP:
-More skills for the same weapon set. Maybe 15 skills per weapon, and you’d chose how to build it. Like, you can either pick support / condition / burst / dps / mix oriented skills…
- More weapons for every class, overall (maybe not so soon)
- More options for amulet stats
- Split said trinkets into 6 minor pieces, more balanced builds (and not that min/max bs)
- A 4th utility slotAnd finally (for what i can think for now)
- Better/more useful traits
. Elementalists for example, could have a ‘Cauterize’ trait in the fire line. “Cure 3 conditions whenever you swap into fire attunement”. A defensive trait in a offensive trait line!
- Get rid of trait levels (make stat lines more valuable)
. Make any trait pickable at 10/20/30 point. No more adept, master and grandmaster, you’d invest for stats.
1) more skills for each weaponset is a good idea, I hope they’ll do it sooner or later
2) if you don’t see a stat combination on amulet, it’s because it would be broken (like, vitality/toughness/healing power, immortal bunkers ftw). And in the earlier betas stats were split among all jewelry slots, it was confusing for new players and still led to min/maxing anyway (it’s called optimizing your spec), it’s much better this way.
3) classes are (more or less) balanced around having 3 utilities, a 4th one would break some things (imagine a bunker ele with 4 cantrips, or a bm ranger that can afford to use fire trap or another defensive CD, or a warrior that can use both endure pain and balanced stance in his 100b build, etc…)
4) some traits are indeed useless, but most of them are either situational or in trait lines that you can’t afford to take (like fire line for elementalists, there are some good traits there, but you simply can’t afford to spend points there)
5) also in earlier betas, you could take every trait at every level…it was broken and umbalanced as hell. Can you imagine an elementalist with evasive arcana at 10 points in Arcane? Or a mesmer with Illusionary Persona at 10 in illusions? Or a thief with Executioner at 10 in Critical Strikes? I do, it would be hell.
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