(edited by NecroSummonsMors.7816)
Reworking passive proc traits- need feedback
First gluttony is a thing, it is even in the same trait line. Honestly trying to redesign the trait and not even knowing the class. Second every class has a proc on CC, honestly learn the classes. Also a lot of them haven’ been taken. Final thing traits are by design passive: you only have a limitted amount of buttons. The reason why people dislike procs is because it is more apparant then other stuff.
I did not say I know all the classes that’s why I ask for suggestion in the first place, and mention some of the trait just to give an idea. I didn’t choose gluttony in the first place because my point was another but you clearly missed it. But hey if you have suggestion for all the classes why not post them here? Traits are passive by design because you want them by design but don’t think you can improve them?Do you actually like seeing every class auto doing things that require no skill at all? I personally dislike that kind of gameplay but mine is just an opinion. Thanks for your response even if not construtive at all
I did not say I know all the classes that’s why I ask for suggestion in the first place, and mention some of the trait just to give an idea. I didn’t choose gluttony in the first place because my point was another but you clearly missed it.
The problem it makes you seem less credible. It really does when you talk about how slow and OP everything would be if every class had auto proc traits. Yet every class has them and a lot aren’t used.
But hey if you have suggestion for all the classes why not post them here?
I don’t because I don’t mind these kind of traits.
Traits are passive by design because you want them by design but don’t think you can improve them?
Traits are passive by design not because I want to but because well there are no trait specific buttons.
Do you actually like seeing every class auto doing things that require no skill at all? I personally dislike that kind of gameplay but mine is just an opinion.
I do actuallly, it brings variation to traits. It is better then getting that 10% damage for free or that 25% movement speed. It requires equal amount of skill.
Well I guess we’ve different opinions about amount of skill. In my opinion getting a benefit from an action requires in the first place to do that action an ability or skill whatever you want to call it. I’ll try to make my point clear. Take as example adrenal health from the defence line of the warrior aside from the fact that the amount of healing is high or low which can be discussed, this trait require the ability to actually hit someone or something(enemies) to get the benefit of the trait, if a player just waste his adreline bars he won’t get the healing. So what I want to say is that like in this case mentioned in my opinion it’s better to get a benefit from a trait by actually doing something (like for example hitting a player) than just get it free, this is what I intend for fixing passive gameplay traits.
The idea of the my post is not to prove I know everything about gw2 classes and to be the most credible player but to generate a response in players to actually make them think how to suggest more “active” ways to benefit from the passiveness of traits.
How about defy pain – gain life steal for xxx seconds?
Mirror anguish – your next attack will daze/stun? target for xxx sec.
Some passive traits could be used to reduce recharge time on spells, bit similar to improvisation.
[Teef] guild :>
Life steal can be a great base to begin with since a player can get the healing by life steal only attacking a player…
The idea of reducing cooldown must be taken carefully but I would suggest tie that with combo of multiple skill, to actually incetive a more complex way of playing and not only spam skills. Combo not only as sequence of skills but also from actually using combo fields + X finisher or you can add multiple effects through the trait on combo fields+ finishers