I don’t agree with getting it as an anniversary gift, but I do think there needs to be a more clear path to getting a precursor than “random drop in world” or “farm the gold and buy it, but we’re going to limit and punish people for farming by reducing drops.” It’s anti-gaming, forces you to spend real money for gems > gold. It’s obvious it’s just a suited mechanic to the few percent that are high end money players.
The culling is quite an annoying issue. I do love the flashiness of spells, but it comes with a heavy cost, there are many champion/world bosses that have no indication of what they are about to do (or you can’t see it due to all the flashiness). As nice as it looks, would be nice to have it toned down a bit (such as off, low, medium, high) so the player could select how much flashiness they want to see. Also, with that in mind, adding announcements to bosses such as you see with jormag (watch out, it’s about to breath; so we all know to back off quickly). Mechanics like this make the fights more intuitive and interesting, less random.
I’m running on a high end computer, and granted I don’t lag and get 50fps+ pretty consistently even in large culling situations, it still bothers me to no end that culling even is a factor.
There have been multiple posts about this, even one I saw a moderator respond to a few times that they are planning something of this sort in the future (they didn’t specify how far into future though.)
It would be a great idea to save traits/setups in addition to multiple armor tabs (so you can quickly swap armor based on the traits. (such as “my fire tree trait build” and “my fire armor dps” etc, so it’d make this part of the game less of a chore and encourage more diverse builds.
Signed! I’d like to see this implemented!
1.I vote for combat templates (including templates for armor tho, not just traits/skill bar).
2. shut off right click/let go of mouse selecting whatever is closest on mouse release! I’m constantly clicking with elementalist, but use right mouse for camera, constantly irritates me fighting world boss and I end up selecting a player by accident.
3. Raiding, aka parties greater than 5 players for dungeons with actual tricky combat, not just dps tank ’n spank.
(edited by DarkSider.1079)
Guess pve loses out again to the likes of pvp changes
Dear Arenanet Developers, I’m truly trying to understand a few things:
a) why would you create a class like the elementalist and then nerf it into the ground so much that the class becomes not only a burden to play but a useless addition to any wvw setting? It’s even getting to the point where I don’t want to bother playing it in pve, because the abilities have been so thoroughly ruined.
b) why would you introduce yet another condition like “torment”, that in fact contradicts everything around which this entire game concept is built, (i.e. dynamically active combat…combat in motion). This condition now penalizes players for playing the game the way the game was intended to be played.
Does this make any sense? It doesn’t to me.
Nevermind that it’s only being given to what are apparently your favorite pet classes: necro/thief/mesmer.
Why would you create a class like the Ranger, and then, again, nerf it into the ground where it is completely useless?
Have you seen the latest wvwvw meta? the predominate classes: necromancer/guardian/thief/mesmer/warrior…in that order of importance. No place for ele, ranger or engineer.
I’ve read guild posts and forum posts that explain that there is no use for ele’s or rangers, at all. and why should there be? the two classes have been nerfed into complete uselessness…or soon will be.
So I’m really trying to understand…where are you getting the ideas that these two classes in particular, that in my research have suffered by far the most number and most debilitating nefing of abilities since the games inception…(actually since beta)…where is your information coming from?
Completely agree as to why so many negative changes to the class happen when its a minority of people asking for them, and a majority disagree.
Alright so they aren’t remove our stun breakers (specifically cleansing fire)and making ride the lightning pointless? (as was said in leaked patches few days ago, stating RTL would stun you at end of using, making it pointless as distance closer & somewhat pointless as get away item).
Still bugs me to no end seeing the class constantly get “nerfed” because 1% of the population doesn’t know how to deal with an elementalist and complains we’re OP, and the other 99% says “bah, they’re not overpowered” yet certain changes happen.
I second the OP, great idea to bolster the head count.
I think the point here is people who spend money for RNG or gem store stuff should be rewarded by conveniences (not bonuses to game, such as not better stat items, but something that adds convenience of changes the look aka skins). For instance, the current dragon bash going on, I purchased 15 gem store dragon coffers, not one thing of value came from it, just the junk food and zhai candy. I was appaled to have spent 1200 gems on a “gamble” at a chance to get a weapon skin. I’m not stating it should be guaranteed 1/15 coffers, but it is a bit silly when you spend real money and get no benefit from it.
I understand the low drop rate for the green coffers (it took me almost 600 of them to get a weapon skin). The pay for chests should have better items or an obvious increase in non-consequential (non game changing) drops. The question we should ask ourselves (and what anet should in order to offer these items is) “Am I better off purchasing these items than I was before buying them?” If the answer is no, then there is the problem; the effect doesn’t warrant the cost.
I really don’t mind supporting the game, I actually like to; but it’s silly to feel as if I’m supporting a gambling habit rather than a well-designed game.
Remove stun breaking from some of the most widely used skills to force players to use junk skill…or just break the class further? Bah, I’ve been watching elementalist go further & further down the tube with nerf upon nerf. I loved elementalist in gw1, starting to “dread” each “fix” to our stuff because they end up nerfing viability and find some way to reduce our potential (even if we’re not overpowered). We’re versatile and mobile (that’s what the class is about) but now they’ll be taking some more of that away from us. Maybe it’s time they fix the real problem with the class, not fix what 2% of the population thinks in pvp alone.
I’m looking over the leaked patch notes, if they’re real; does this impact the current 0/10/0/30/30 d/d builds, seems to again, nerf more boon/cantrip playstyle?
Perfect, more nerfs & not enough “fixes” to the lack of different builds while still maintaining current d/d and s/d builds.
All I can say is “nerf nerf nerf” until we’re non existant class, then maybe they’ll build us back up instead of burying is in the backyard of lack of dev concern for the class.
This would be a very great addition to the game, as is I have almost a full bank tab just to hold my tokens in (it’s probably a way for them to get us to spend more real money on gems for more tabs). I’ve already unlocked 6 or 7 to store alternate gear, tokens, gem store items, skins and so on.
Thanks on update, though would’ve served best as update on homepage rather than buried in the forum.
Considering it’s not permanent in game, having short periods of time in which to acquire an item (versus lets say working months towards a legendary) is part of the downfall of it. I could completely accept the low drop rate IF in some way shape or form it stayed in game, but considering it drops everywhere I don’t see that happening.
I realize we can purchase them, but I still feel the drop rate for skins is too low, or add in the ability to get a skin from completion of achivements (not just the shatter wings)
No, but a more reasonable drop rate. I think everyone should have a fair opportunity at getting one (since you can’t buy it) without having to dedicate yourself to farming it out (which is against what this game is supposed to represent).
I figured seeing this time we could buy/sell the skins, we’d have some chance of getting one. When dragon bash went active I picked up 15 of the gem store dragon coffers since they are worded in a way making it seem like you’d get something of value, or at least a much higher chance, nothing but food buff and pieces of zhaitaffy. As far as paid gems are concerned thats 0/15 and 1200 gems later only junk drops.
I’ve been slowly farming and getting the green drop ones and buying them off tp, so far have opened 600+ of the green ones. What have I found? Well when I got to about 590ish I FINALLY received a weapon ticket, that makes it a 1/600 drop rate or 0.16% drop. Granted it is somewhat random, but really? Everyone I’ve been speaking to has seen drop rates of <1% regardless if its the gem store or the green drop coffers.
I realize there has to be some level of rarity, but this high of a rarity? I thought when I saw the drop rates of dragon coffers going up “awesome, finally get some skin drops after opening 60+ southsun chests and not seeing one”. I’ve seen junk tonics (6-7), 4 green risen knight minis, and the 1 weapon ticket plus just the junk food & zhaitaffy. I understand there is a point where “business is in business to do business aka make money” but you’re telling me 1200 gems /= even a skin, and then 600 regular coffers only nets me one? What convincing should I have to spend more real money to pick up gems to buy store bought coffers if the drop rate even there is ridiculously low?
Such a low drop rate doesn’t promote this event, it actually puts a sour taste in my mouth, again RNG being backwards. Realistically, since the items are account bound & not tradeable, it should have more than a 1/100 drop rate of the green, the paid gem store ones should be 1/10.
The rest of the event has been fun, but this leaves me questioning this game as “am I supposed to be having fun, or am I supposed to be making this business more money at the expense of my fun and enjoyment of the game?”
I believe their intention is fix what isn’t used and make it better and more useful; hopefully that doesn’t mean break what isn’t broken and nerf things that were useful into oblivion.
Use your hotkeys rather than mouse to click skills and you won’t see those dialogues. It’s not a fix, but it avoids having to see them.
Agreed, keep the white background, its usability friendly.
It’d also help when you move camera around and accidently collide with the ground, find it annoying when i’m d/d ele and it super zooms in rather than pushing the camera further out (like most other games do).
?? I misread something?
But you can. All the spawns have a WP with a retrainer to swap skills.
Reread that.
How is that any different from waypointing to down, resetting skills, and then waypointing back?
because you can’t just waypoint back in wvw…
I hope you’re right and the unused stuff is buffed and it doesn’t directly impact the most widely used build for the sake of “trying to make you play our way, not your way” type of deal.
It would be nice for some changes to other traits, i’d test them out…
…again, would be nice to save builds or have ability to switch builds/weapons/armor in game much easier with templates. Just sayin’.
For those saying well you get out of combat, switch and now you can crush the mob and that it isn’t fair? How is that any different from waypointing to down, resetting skills, and then waypointing back? It’s just a matter of saving time, effort, and allowing people to have multiple builds, would eliminate alot of us feeling like we’re stagnant and forced into specific builds just to survive (can we say elementalist?).
In addition, armor swap would be nice. Have the first set purchasable in game at a low currency cost (so all people can get it) then future additional ones cost a specific amount of gems (this is for stored trait builds, weapons, and armor).
I hope so, I left the game due to staff last year, I came back when I heard from a friend how viable d/d was..and the lure for my elementalist truly hooked me back into the game.
So where’s the “new info on june 4” from the OP ?
@oZii.2864 I hope you’re right, and things get “improved” rather than nerfed, again.
@oZii.2864 I think its’ because the proven track record is nerf, nerf, nerf elementalist stuff and not fix the actual issue with bad traits and lackluster traitlines, rather they put temporary duct tape on a big gaping wound.
If they nerf zephyrs boon it’d make the build much less viable. Why don’t they just put a “soft cap” with diminishing returns on fury/swiftness rather than nuke that skill. One can only hope they get it right this time.
RNG chests are fine, as long as the “rarity” isn’t impossible to achieve. For instance, as of now I’ve opened over 60 southsun chests, no weapon skins. That doesn’t make me want to spend money on the game, knowing it’s that low a rate tells me “hey, you need to spend a ton of money to get a skin that offers no value other than aesthetics, we don’t care if people want it; it’s money, money money.”
Really though, if they offered it as a more dependable rate, such as 1 in 10 dropped, more players would consider spending real money, and thus gems on buying them. If the rate is obviously so absurdly low, noone will spend because the gamble risk is far too high. It’s much better to sell 100 of something at $10 than it is to sell 10 of something at $100; it keeps community happy and convinces them its worth spending real money on the game.
People are in fear because “balancing” means nerfing anything that is viable. Rather than solving why something may appear overpowered, they nerf it into oblivion to try to “control” what styles people play and how they will play it. For instance, the complete bunker build months ago which was difficult to kill unless you said “hey lets put on conditions and stuns, vuala made them easy to kill” but instead they nerfed it a great deal.
My expectation is they’ll nerf things and make current builds less viable (even if they aren’t overpowered) rather than fixing the traits that are useless/pointless, and skills that are pointless as elementalist. As history has proven, they nerf things into oblivion based on the minority of peoples opinions versus the majority.
My hope is they fix the useless traits, and ones they find “overpowered” they cap at a percentage specific buff total (such as preventing perma fury/perma swiftness with 60% uptime or 75% uptime or w.e cap) rather than hard-code changing the skills to make them pointless, and destroying current builds (like the 0/10/0/30/30) which is a ton of fun to play.
It’s a good idea to try to buff one element, but by doing so you destroy anyone who uses (and should be using) multiple elements as to not be kitten, such as losing energy over time?
Add the ability to save builds (traits) and swap them out in addition to multiple armor tabs for swapping and I think it’d make some great additions to the game saving time, energy and wasted time in other places.
Well we can only wait and see unless a dev feels up to giving us a heads up on what to expect?
[insert dev comment here]
Otherwise, I can only hope they don’t “break” it and make my entire build (0/10/0/30/30) with matching well planned gear pointless. Otherwise it was a complete waste of time and energy.
Easiest way to NOT destroy zephyrs, PUT a cap on the bonus, simple as that. If your swiftness or crit percentage is currently X (such as 60%) it would become a lesser amount of a bonus added versus the full time/percentage otherwise. Have it scale based on what you use. If they remove the fury it kills my already kitten damage potential due to having to sacrifice damage for survivability.
Swiftness, as I said, limit that and fury to a certain bonus/amount of time, times it can trigger in X amount of time, but for sakes don’t remove it; most of it use it as intended, so if you remove it/change it significantly, you’d be destroying what people have come to enjoy playing as ele, all the while only solving a tiny problem.
Thanks for the information!
Is there a way to check all tradeskills I have unlocked? The situation is I used crafting to level a character 11-80, thus everything but 1 of them but I can’t recall which crafting I didn’t do months ago. I’d rather not have to non-stop swap to figure out which one I didn’t level to 400.
No thanks, worst idea ever, last thing this game needs is for it to normalize having several sets of gear even more than it does now to take advantage of being able to re-trait on the fly. This would be ridiculous for boss encounters and trivialize them even more than they are now as well and perpetuate an attitude to have a specific build for each specific encounter.
So you’d rather have to spend more time traveling each time to a city, reset, re-click and setup traits, one piece of armor at a time (drag dropping or right click equipping) than having a simpler option to allow you to do it quicker? (and might I add out of combat, and limited in some way to avoid abuse?)
No I’d rather keep things the way they are now where it takes thought and commitment to play a certain build; builds are what add variety as the same class can play completely different; negate that and builds are meaningless and people will just change builds to make wvw/boss encounters trivial.
It doesn’t negate builds, it allows you to test more builds & armor combinations without punishing you, like the current system.
I play mostly pve, having the armor swap (less use in bags, ability to store more armor for other builds) and the other trait builds, easier than having to reset and reclick everything. Then they can put limitations on it that it has to be set before entering dungeon, like I said some type of limitation but still having the ability to swap without going to town and reclicking everything would save time, energy, and allow more potential builds.
I do agree with abuse if you can swap too often, but disallowing it because dev’s can’t code it in to not allow in dungeons or combat areas and only (combat +1 minute, or some limitation to prevent abuse) is silly.
Edit In the original guild wars you couldn’t swap in “instance” such as when you left town everything was instanced. Considering this is true mmo and it’s not instanced, a limitation of only in specific areas (but those areas being non combat such as ALL towns or only at waypoints or only at waypoints + out of combat + 1min) would be necessary.
(edited by DarkSider.1079)
You put a lot of time and thought into this, lot of great suggestions here.
No thanks, worst idea ever, last thing this game needs is for it to normalize having several sets of gear even more than it does now to take advantage of being able to re-trait on the fly. This would be ridiculous for boss encounters and trivialize them even more than they are now as well and perpetuate an attitude to have a specific build for each specific encounter.
So you’d rather have to spend more time traveling each time to a city, reset, re-click and setup traits, one piece of armor at a time (drag dropping or right click equipping) than having a simpler option to allow you to do it quicker? (and might I add out of combat, and limited in some way to avoid abuse?)
In gw1 you were also instanced anywhere but in town, so realistically if it’s not instanced we should be able to change traits. Make the change free, just charge a 1time fee of 10gold or something such as that to unlock “each” saved build ability, same goes for armor/weapons. As long as they can implement it so its out of combat and still allows us to change it would be good. I don’t think it should be limited to only cities as that’s basically how it is now, it should be open for change such as “out of combat + 1 minute” so we’d have to be out of combat for a minute to change. This would prevent people from instant changing mid fights, a minute down time is short enough that it isn’t a nuisance, yet would still allow us to change when needed. For instance, getting ready to head into a dungeon and you need more dps than tanky build, swap it out and head in. It’s silly to have to travel all over the world to change it, waste of time, and waste of having to constantly retrait and click through that. This goes for every class, includes gear. Charge 800gems 1time fee to “unlock” for each set of saved armor on the character that we can swap to (such as out of combat + 1 minute etc.) Each time we swap our traits to a saved build, charge 1s, some miniscule small fee that still provides a money sink, but is easy for anyone to afford. This still allows people to go to down and do it the “old way” if needed.
This keeps us players happy and allows us to try other builds, other gear setups…as it is now we’re punished to avoid it as it’s such a hassle to do else wise. It’s a perfect opportunity to bring in and hold people longer by providing a usability-based addition to the game, allowing us to play more, spend less time “swapping gear, swapping traits” and actually exploring different build and skill combinations rather than “punishing us” to not attempt that.
For example, I run an elementalist, a 0/10/0/30/30 build with knights armor, and valkyrie accessories. I have 3 other sets of armor including my magic find set, my berserker set, and a pvt only set. I have other builds, but it’s too annoying having to travel and swap. How convenient would it be for me to spend more currency/more money (1 time fee, not incurred sums each time) to spend more on gear, spend more on upgrades and provide more of that money sink the game is looking for, inherently allowing me to consider buying costumes for armor, buying transmuting stones so I have “different looks” and allowing me to play as different styles on my same character; again, not punishing the player for wanting this ability on the fly (out of combat with a cooldown time of some sort).
Why the 1 time fee per trait build or per saved armor set? Simple, you make money on it, but it has to be a very reasonable fee so it allows non-money spending players the ability to use currency exchange so they don’t miss out on this helpful addition. Also, for the people they spend oodles of money on the game, they can have many more builds, more costumes, more weapons to show off quickly and so on; it’s a win-win situation.
Another few posts on forum about adding this to game:
https://forum-en.gw2archive.eu/forum/game/suggestions/Trait-swap-armor-swap/first#post2166398
https://forum-en.gw2archive.eu/forum/game/suggestions/SUGGESTION-Saved-Builds/first
I don’t think they’ll change (or nerf) Zephyr’s Boon, but rather they’re gonna improve some useless/underpowered air trait
examples: One with Air and Grounded (this could actually be fine if it worked with updraft)I’m pretty sure these will be the type of changes we see. Changes that will at the very least “tempt” us to try otherwise ignored traits.
I hope you’re right, current bunker style builds are fun, but with recent nerfs they’re no longer impossible to kill. IMO, balanced survivability, with support, boons for group and some damage (which in its entirely avoids the holy trinity in this game and proves this game can exist without it).
Calling it now. This is just a setup to nerf zephyrs boon and get rid of easy perma fury/swiftness for d/d. Can’t wait to hear them claim how awesome the new traits will be. I hope I am proven wrong though.
Nerf the addon stuff not zephyrs (aka a MAX crit % that zephys can’t go over if you already have a certain amount of crit, same goes for swiftness). This prevents the “abuse” if you call it that but still allows players to that enjoy the d/d build to continue enjoying it. I only use it in my d/d for that few second 20% increase in crit, get rid of that and you get rid of most of my crit ability in d/d as I run a 0/10/0/30/30 for boon, cantrip. Hopefully their “rebalance” doesn’t mean kitten existing builds into oblivion making the fun of d/d go away. A current build above is fun to play, its versatile, and puts out consistant damage but not heavy into dps.
all it takes are some simple traits changes on fire/air and making damage a little bit more reliable to land, as well as maybe a small damage buff outside fire, and voila, they are viable
Simple yet would solve the solution, subtle changes is exactly what is needed, not nerfs (which I hear they’re planning to nerf us into oblivion in June…..again).
Play 30/30/x/x/x easiest build by far. Just yesterday I had a 1v10 with this build. Health didn’t even drop below 70%. After the massacre I took on an incoming zerg. Was able to down half before another zerg came in to contain me. I’m telling you man 30/30/yolo build is so OP and so easy its ridic. Did you know the number 11 grandmaster fire trait has a 50% chance to instantly kill opposing players IRL I don’t even know how this trait wasn’t nerfed by now. IMO it should be reduced to 25%. Hopefully then well see some real balance.
Tragically, this is the thought process and standard of evidence provided by people asking for Ele nerfs. Captain Hyperbole is the mascot for the “Ele is OP” crowd.
And thus they’ll nerf the class rather than equalizing the traits so we’re more viable in a non x/10/0/30/30 type build. Because a few people whine they can’t deal with dodging or they’re overwhelmed by a group of ele’s using aoe…bah. What if it were a group of warriors using hundred blades, or a few mesmers shattering their phantasms, or several almost perma-stealthed thieves? Where’s the nerf hammer on that? Frankly if you’re fighting a few similar build ele’s of course they’re powerful, same goes for EVERY class in this game, but gosh forbid someone realize the weaknesses ele’s have and work against it…no no, it makes more sense to just nerf it all, why not just remove the class from the game while we’re at it?
I’m tired of seeing nerf ele this, nerf ele that and slowly but surely the class has gone down the tubes. Can we survive? Sure, but slow us down, stun us, or stack conditions repeatedly and we’re dead. Can we swap attunements and use boons/cantrips to our benefit? Yeah of course, but we’re nowhere near the damage of other classes, and these bonuses ARE what compensates our class for its ineffective dps and necessity to build into survival.
All the classes have flaws and strengths, the problem is the minority of people who have an issue with a class are making the decisions for the majority; and inherently killing the viability of playing as an elementalist. I played gw1 from beta through eye of the north, and gw2 now from headstart on, I’ve seen nerf upon nerf yet nothing to balance the traits and maintain our ability to run different builds (very lack luster).
I’m for seeing more build capability BUT not destroying the current builds we use as they are fun, effective, and are great to use in a group setting (be it wvw, dungeon, or pve).
Calling it now. This is just a setup to nerf zephyrs boon and get rid of easy perma fury/swiftness for d/d. Can’t wait to hear them claim how awesome the new traits will be. I hope I am proven wrong though.
Makes sense, (sarcastic laugh) nerf the class into oblivion and make all d/d builds pointless. Zephyr’s boon is fine as it is.
We sacrifice a ton of damage and crit just to be able to have some level of survivability due to such low base hp/toughness. Zephyrs gives us a few seconds of increased crit and speed, sorely needed when you’re almost forced into a survivable build just to compensate with game fav mesmers/warriors.
STOP trying to fix what isn’t broken; fix the skills that are pointless/useless, not the things actually use that are not overpowered.
(edited by DarkSider.1079)
More nerfs? Bah, ele survives on aoe, having a cap of 5 targets is enough already. The class itself has been nerfed into oblivion, just because someone can’t hit dodge in pvp they shouldn’t ruin it for anyone else who does pve. The only viable survivable and decent (but not high) dps build is based around the boon/cantrip. Get rid of our ability to do any dps and I’m done with this game. They already nerfed the bunker build and appropriate skills heavily, any further reduction for aoe and the only viable consistant build will be almost useless, thus making the class “junk”.
Maybe it’s time they start looking at how other classes are OP, and not ele. Yes we’re good at condition removal, and being a jack of all trades, but do we put out the most burst dps or sneak up and 2 shot someone? I think it’s time they actually listen to the majority, not the minority when it comes to a classes effectiveness.
I play ele, and yes I’m good at survival, and consistant damage, but not overpowered damage. If I go pure berserker I’m liable to die ridiculously easy because the base hp, base toughness it’s all so low in the class. Frankly, I sacrifice a lot of damage potential JUST to stay on par in survivability (toughness, vitality) with other classes that inherently get much more (can we say warrior, mesmer) all the while my burst dps is terrible, but I do damage consistantly. If I’m stunned or stacked with conditions, vuala, even as bunker-type build you’re dead.
This “nerf” on aoe is not just staff, think of the d/d builds that are based around aoe damage. It’s consistant damage, but it’s low damage compared to all other classes. I sacrified the damage for the survivability, get rid of even further damage and the class will be useless other than as a only support role <—-hey I thought we were trying to avoid tank/healer/dps in this game.
Personally I think it would be an excellent way to still have the gold dump that is needed to keep inflation down and allow players to actively use more builds and feel less confined to a single role. I find it very annoying having to return to a trainer, reset traits, re-click each, then have to one by one equip armor.
I think “unlocking” it should be a 1 time fee, just like opening the traits are allowing players to store multiple sets of armor, multiple trait setups. I think each new “set” should increase in cost, similar to the trait tables going up in cost. Say for instance you unlock a 2nd savable trait table for 1g, the next one should require 2g, then 4g or something to that effect. The same is true for equippable armor/accessories to allow us the ability to store the armor (non bag) and have a single button click to swap to that armor (such as a weapon swap button). I think this should definitely need a cooldown time + out of combat to be sure players aren’t using it to abuse, and it’s used for saving time, not quick swapping to gank.
I would even suggest the first unlockable cost ingame currency (something like1-2g for addition trait storage, and same for equipment). This would allow many people to store that extra set of skills, setup, equipment for minimal cost. I think swapping to it should cost a fixed rate. Don’t want the fixed rate? Increase the 1 time fee for “unlocking” this ability to compensate, so rather than 1g or 2g, make it 10-15g and then have no fee to swap each time. This would still allow the money sink in game.
I personally have multiple sets of gear and trait setups for my elementalist (bunker build, dps berserker build, condition build) but find it highly annoying have to singally move each piece of equipment (also taking up valuable bag space) and then singally click to open each trait, again, and again each time. I’d gladly pay a sum (like above) ingame currency or a gem fee to have the convenience of the aforementioned.
This would give players the ability to play more than a specific role, allowing them to be more proficient in different builds, be able to change quickly (such as just before entering dungeon change to dps, or before wvw change to tankish build etc.). Having the ability to store more armor would alleviate space in bags/banks but create a situation where people are more likely to spend currency on armor/weapons/accessories to have those other sets matched with traits.
In the long run I feel we’d spend more on the game and put more gold in (decrease inflation) while still allowing us a convenience that is direly needed right now in the game.
Edit
I believe I read in a forum post that they’re planning to do something of this sort? Can a dev explain what is planned to occur, or at least give a few details to support or deny the suggestions above? TY in advance