Multiple Trait trees

Multiple Trait trees

in Suggestions

Posted by: Veji.7639

Veji.7639

Hi!
First of all I tried to find this on the forums but I couldnt, might be me that sucks at searching…

Something that has been bothering me lately is the fact that I have two completely different builds I want to use in WvW and PvE and that I have to switch between these builds by paying some silver at a time and running to the profession master (or whakittens called). I know it’s not much but it really adds up if you jump between PvE and WvW quite often. So my suggestion is this:
Add a secondary trait tree that cost X amount of gold (whatever seems fitting). Would be nice to be able to change your build with just a click when out of combat.

What’s your thoughts?

Multiple Trait trees

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Has been suggested before … about once a month or so.

And to clarify,
Instead of just making a distinction between PvE, PvP and WvW they should make for underwater and normal as well. So a single character would have 6 different trait builds and skill slots.
Right now they have 2 different trait builds and 4 different skill slots … weird.

Multiple Trait trees

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Posted by: Ultrajoe.8674

Ultrajoe.8674

Has been suggested before … about once a month or so.

And to clarify,
Instead of just making a distinction between PvE, PvP and WvW they should make for underwater and normal as well. So a single character would have 6 different trait builds and skill slots.
Right now they have 2 different trait builds and 4 different skill slots … weird.

Why would you change traits when you moved underwater? All it does is change your weapons and available skills, and it doesn’t break combat or alter the game. If a fight spills underwater, as it often will in PvP, it would be very strange to have your loadout and traits change just because you dropped underwater. Hell, you could slip in and out of the water to switch your traits back and forth like crazy. Given what some of those traits do, that’s a pretty hectic change. Switching trait builds would be an out-of-combat action, for basic balance reasons, having an automatic switch take place just because you get wet is… silly? I don’t mean that in an insulting way, it just doesn’t make any sense.

Sportuu The Dour – Fort Aspenwood Warrior
Fattest Man in [GLOB]

Multiple Trait trees

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Why would you change traits when you moved underwater? All it does is change your weapons and available skills, and it doesn’t break combat or alter the game. If a fight spills underwater, as it often will in PvP, it would be very strange to have your loadout and traits change just because you dropped underwater. Hell, you could slip in and out of the water to switch your traits back and forth like crazy. Given what some of those traits do, that’s a pretty hectic change. Switching trait builds would be an out-of-combat action, for basic balance reasons, having an automatic switch take place just because you get wet is… silly? I don’t mean that in an insulting way, it just doesn’t make any sense.

To name a few of my characters’ traits/ builds:

  • Mesmer with traited focus and blink (and others with greatsword)
  • Well Necromancer
  • ElixirGun/ Flamethrower Engineer (or Turrets)
  • Symbol Guardian
  • Bow/ Axe Ranger
  • Staff Elementalist

Yeah, just because “you get wet”.

If you actively switch traits in fights (as good ppl do), you realize that almost none of the weapon traits make sense underwater. Do you think anyone would put a weapon trait only for underwater weapon into his/her default trait setup? Or all groundtargeted skills are lost. Imagine you’d put all your traits into a group of spells (like well necro) and once you are underwater all traits simply do nothing?

(edited by Nretep.2564)

Multiple Trait trees

in Suggestions

Posted by: Ultrajoe.8674

Ultrajoe.8674

Yeah, just because “you get wet”.

If you actively switch traits in fights (as good ppl do), you realize that almost none of the weapon traits make sense underwater. Do you think anyone would put a weapon trait only for underwater weapon into his/her default trait setup? Or all groundtargeted skills are lost. Imagine you’d put all your traits into a group of spells (like well necro) and once you are underwater all traits simply do nothing?

But that’s half the point, if you aren’t traited into fighting underwater then you’re going to do poorly when you get dragged into a nautical engagement. Some builds are glassy, others tanky, and others take traits that have usefulness in aquatic combat. Having a new trait setup take over for submerging makes no sense, it’s a handy feature from the gameplay perspective yes, convenient for sure, but it’s not consistent with how traits are currently employed.

Currently, the idea is that changing your allocations is all you can do without paying a fee, and even that is not designed with quick swapping mid-battle in mind. You are stuck with your point allegations for any conceivable challenge. Should you have a trait change for jumping puzzles, so you can have reduced fall damage? Should you switch to a tanky setup when you start taking damage, or have a different trait set for when defending a siege or attacking a tower? All you’re doing is going underwater, it’s no different from switching from single to multi-target battles or from a PvE to PvP environment, your traits stand as they exist regardless of the environment. You don’t need your hand held and your stats automatically made more appropriate for underwater, like any other part of the game you play with what you’ve picked.

Being able to swap trait configurations, as outlined in the OP, is an out-of-combat, deliberate action designed to offer versatility. Automatic application of a ready-made aquatic trait kit is unnecessary. As I said, you don’t get a tree for any other marginally uncommon situation you might run into; you play with what you picked, be that under the waves or atop Morgan’s Spiral.

Sportuu The Dour – Fort Aspenwood Warrior
Fattest Man in [GLOB]

Multiple Trait trees

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Posted by: Nretep.2564

Nretep.2564

No, it’s different. If I want to “do better at JPs” is a wish, not a necessity. If you are underwater, you’re forced to change your playstyle. Your build’s skills and weapons are disabled.

If they’d allow me to use the focus underwater and allow me to blink, I wouldn’t need to change the traits.

Imagine a PvP map with two players with the current system. One traited for underwater combat, one for normal. The first one disappears and waits underwater, the second one waits in the middle of his footings. No time limit.

Since your equipment is the same, it’s not like you completely change a person, but the playstyle sure changes. So should the traits. Maybe limit the distinction of normal <> underwater can be limited to the choice of major traits, so the points in each line is the same, but it can’t be that several traits do completely nothing underwater because the game cuts your possibilities.

Multiple Trait trees

in Suggestions

Posted by: Ultrajoe.8674

Ultrajoe.8674

Imagine a PvP map with two players with the current system. One traited for underwater combat, one for normal. The first one disappears and waits underwater, the second one waits in the middle of his footings. No time limit.

But that’s precisely why the game has control points and methods of scoring beyond kills in every form of PvP, and some of those points are indeed underwater. There can’t be that kind of stalemate, the situation will never arise as described.

Sportuu The Dour – Fort Aspenwood Warrior
Fattest Man in [GLOB]