Why are 3-stat amulets worse than 4-stat
4 stat amulets provide overall more stat points than 3 stat ones, they also cover some short comings of the 3 stats provided, look at Berserker vs Marauder for example, it’s a small dos loss for a big Vitality gain.
I know the concept behind it. The problem I see is that no on ever uses berserker over marauder because marauder is just better. Also, that’s just one example as there are many other amulets like berserker that no one uses.
I think the problem is all your stats come from either your amulet or runes, and runes are a drop in the bucket for stats. In wvw you can mix and match, so you can go marauder’s + berserker’s + soldier’s in ratios you’re comfortable with. Rarely do you see someone going all-in on one stat. But in spvp you’re forced to.
Allowing something like two half-amulets might help, with half the stats of current amulets. Berserker’s + Berserker’s would give what berserker’s gives now, but you could also mix and match say berserker’s + Valkyrie’s.
I don’t think its because its a 3-stat combination. It’s because most 3-stat combinations are just bad (for example with ferocity without any precision).
There are builds that can use ferocity with no precision but the amulet system is way to constraining. The amulet system reduces the replayability of pvp, and generates too many hard counters which are poison to PVP. I guess it’s good in a way so I don’t play too much :/.
There are 2 problems. First, the 4-stats have more total stats. In the celestial times, net justified it because according to them, builds could not make use of all stats efficiently. But then the whole theory crafting was based around trying to find a build which uses all of the stats efficiently and you entered a celestial meta. Now it is the same again but even easier, because usually the extra stats added to the 4-stats amulets are toughness and/or vitality, which all builds can make use of.
The second problem is that stats do not all scale as well. You have the main stats:
- 1000 power is a 100% power damage increase
- 1000 condi is a 300% bleeding damage increase
- 1000 vitality is between about 50 and 100% vitality increase
- 1000 toughness is about 50% reduction from power
and then you have the secondary stats:
- 1000 precision is a 20% power damage increase if you have no ferocity.
- 1000 precision + 1000 ferocity is about 50% damage increase
- 1000 Healing power.. well it depends on too many things
So the key is that in general, the best amulets will be the ones combining as much as possible of the main stats. That is why Mercenary was broken, that is why marauder is better than berserker, that is why Paladin is so good. Even with a lesser total, those combine too good stats to pass. (this is arguably overly simplistic and neglects many things such as on-crit effects, power/condi ratio you can output, power/condi ratio of the enemy team, etc… but I think you get the point).
because quad amulets give lots of free stats, thats all
All the Amulets have different builds associated with them, some more glaring than others.
I use 3 stat quite a bit, so I’m just gunna say please don’t hurt my Berserker.
….. And Elementalist.
Amulets should be balanced on an individual basis rather than giving arbitrary “sets” of stats per amulet. The celestial amulet was broken way back then because it offered way more stats than every other amulet for seemingly no reason.
For example, Magi’s is absolute garbage but stuff like Carrion certainly doesn’t need any buffs. There’s also Marauder’s eclipsing Berserker’s, partially because it offers more stats for no apparent reason even though its stats are already more well-balanced.
It feels like PvP amulets punish you for focusing in something, but it should be the other way around.