Showing Posts For frostnuggets.6471:

greatsword warrior rush skill

in Bugs: Game, Forum, Website

Posted by: frostnuggets.6471

frostnuggets.6471

It’s been around for quite some time, apparently. I was searching for that subject (rush skill bug) and found an old topic with an official response. Too bad it didn’t work…
https://forum-en.gw2archive.eu/forum/professions/warrior/Greatsword-s-Rush/first#post95066
Bull’s Charge seems to behave very buggy, too. I hope they are working on fixing that. It’s not cool to have skills that won’t work at all, especially after that much time post-release

Changes to trait system. Diversity.

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

Well, that “trade-off” argument makes sense. But I still think (as other ppl posted here) that the traits need some kind of revision. Useless/imbalanced/weak traits and s**t. I am kind of new to the game (started in august, but played a considerable amount since then), so I’d like to ask: do you think the guys at Anet will do any kind of changes to the traits anytime soon? I don’t know if this is a recurring topic (traits), so…

Changes to trait system. Diversity.

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

Oh please. Breaks build diversity? You know the players in this game, they would take about a day to come up with a meta setup for PvE, PvP and WvW and then… nothing would have changed. Except that all of those builds would have gotten stronger. Which would apply to all the builds of all the professions in the game. Which would be a literal power creep. Which is kind of a bad, bad thing.

As long as more “meta setups” become possible, I think it would be beneficial. I mean, there are meta setups already, so what would be the difference? More viable setups? Sounds ok to me.

As for balance issues, I just finished making the point that being able to pick your minor traits in any manner (being able to choose a minor adept/master/grandmaster trait from the current pool of all adept/master/grandmaster minor traits of your profession or being outright able to choose any minor trait on any slot) would completely break the game. This is because traits are inherently build defining. There are tons of minor traits that are included in most builds because of how good they are.

Well, if you consider – and I cannot question this – that “traits are inherently build defining” and that this is the reason why minor traits shouldn’t be change-able, I think this makes the system even worse. It makes creating a build more complicated, requiring more knowledge and etc. Ok, that is cool, indeed. But you are stuck, again, with less diversity and nonviable setups.

Which would require redesigning the entirety of the trait system in the game. And that’s not only going to kitten off everyone, it’s almost most likely going to kitten up the balance for months.

Man, even Tibia (remember that old guy?) is going through major changes. I think changing can be very good for games, especially if they ~need~ changes – I am not talking about my suggestions only, of course -.

If your goal is to get rid of “useless traits”, then say so. It’s a much easier goal.

Well, that would be good too.

The thing is, our balance is based around those stats not being selectable. Some combinations of stats from traits are fine for one profession, but broken on another. For example, Precision and Ferocity being in the same line is ok for a Thief, but broken on a Warrior because the latter has better base defenses.

The only way I could see your idea working is if it was heavily conditioned. That is to say, stuff like:

  • Being able to change your secondary stat from Condition Damage to something else if none of your weapon skills apply a damaging condition
  • Being able to change your secondary stat from Boon Duration to something else if your character has access to very few boons
  • Being able to change your secondary stat from Ferocity to something else if your Critical % is below some threshold
  • Being able to change your secondary stat from Healing Power to something else if you have no healing outside of the Healing Skill
  • Being able to change your secondary stat from Condition Duration to something else if your character has no access to conditions whatsoever

Well, exactly. I am not saying it should be like “EMAHGERD GET ALL THE POWERZ AN PRECISION”. I am saying that there should be more freedom when choosing those stats, considering of course proper balancing to avoid things like “imba zerkers”. You gave some cool ideas there, btw. Like changing the “boon duration” if you don’t have access to that much of boons. That’s what I am doing here: suggesting changes, but not specifying how exactly they should be done. Balance issues are discussed at later stages, I think. And proper balancing and discussions would, of course, be needed if those changes were to be made.

Of course, all of these would be completely and utterly broken in group content. Which is kind of my point: Either you accept the massive spike in power and upset in balance that would come with selectable traits and stats, or you just don’t do it in the first place.

You are assuming things wouldn’t be balanced at all, don’t you? The idea I have here is like: “oh, we should change X to Y, because blablabla, not forgetting proper balancing”. How the X would be converted to Y is more complicated and requires more depth of arguments, which would take more time.

Changes to trait system. Diversity.

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

Olba.5376, in response to the n. 1: I didn’t suggest that the minor traits themselves should be removed, nor that all of them are useless/weak. I think the way it works isn’t ok as it is now, because you are stuck with unchangeable traits. Think about it: you spend 6 point in a line, then you are stuck with 3 traits that, sometimes, you don’t want/need at all. It breaks build diversity and may result in balance issues. Same goes for the innate attributes for each trait line. Regarding n. 2, I think it would be viable with proper adjustments to the quality of each trait and the position it occupies. More builds, more freedom and less “stuck with bad traits”. Or maybe they could just offer more variation of traits per line.
About n. 3: yes, if people could choose ~~freely~~ which stat they wanted, it would become a mess. But maybe a bit more of control over those stats would be beneficial.

Leo G.4501, you got the idea of the slots right. I’d love to see this new realm of variation. Changing the slot a trait occupies could change the numeric values (cool down, bonuses, etc) or add/remove more effects, just like you said. About the innate attributes, I still think it could use a bit more of freedom, especially considering the secondary stats, that don’t raise as you level up (only through equipments, skills, traits, etc).

ps: I don’t know how to quote. Sorry :<

Changes to trait system. Diversity.

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

Well, the useless traits are really annoying, too. I agree, they should be fixed.
About the suggestion number 2, that change to grandmaster traits should be made with proper balancing. Maybe a limitation of a certain class of traits? Or just changing numbers, as I said before, idk.
And yeah, about the number 3, preventing this kind of OP builds would need, again, proper balancing and mechanics. Maybe a limitation (again) of points per attribute? I mean, c’mon… For example, I am using a greatsword with my warrior, and I want the slashing power master trait… 4 points spent = 200 power and +20% condition duration… Really, i dont want that condition duration bonus. There are plenty of other examples for every suggestion, of course. But I guess you are right. It’s what we got, and I highly doubt they will consider changing it.

Same weapon type share CD?

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

“Plox fix this , i need to be the greatsword king”. Ok, that (or the entire post) made me laugh xD

Changes to trait system. Diversity.

in Profession Balance

Posted by: frostnuggets.6471

frostnuggets.6471

Hey there. I hope this ideia isn’t stupid, but here it goes. I will split it up in different topics, so that people can agree/disagree partially and etc.
The main purposes of those suggestions are: build diversity and freedom.Of course, those changes would have to be followed by proper balancing. I won’t discuss about those balances because it would break the purpose of the post. Moving on…

1- why are there minor traits? It is like you MUST have the trait X to be able to get the Y, even if you don’t need or want the X. It doesn’t feel good when you put 6 points on a trait line and you are obligated to stick to 3 unchangeable minor traits. So, couldn’t all traits work like the current system’s major traits? This way, you would be able to choose exactly the traits you want. Thus, more freedom and build diversity.

2- why to split adept, master and grandmaster traits? Sometimes, you really want the grandmaster trait X, but you don’t want most of the minor traits and the adept/master traits that come before. Or you want to equip 2 of the grandmaster traits of the same line, which is impossible. So, couldn’t the effectiveness of the trait be determined by the slot it occupies, plain and simple? For example: you have a trait X that gives you +50 power (example) if used at an adept slot. But, if you put it in a master slot, it would give you +100 power, and +150 for the grandmaster slot. This way, you would be able to have, for example, 2 master and 1 grandmaster traits (considering the current system and nomenclature) equipped, and their effect/bonus would scale accordingly to the slot it is equipped in.

3- about the innate attributes when upgrading a trait line. Sometimes, you don’t want that faster burst regeneration, or the increased boon duration. What if you wanted more power and condition duration, for example? Couldn’t those attributes gained from investing trait point be selected by the player, at least until a certain degree? Lets say i put 6 points in a line. This line allows me to choose between +X condi, precision, ferocity or power. This way, builds would be, again, more diversified and specific to the role you want to play.

I hope I’ve made myself clear. And I hope that I didn’t sound dumb.
Thanks guys, hope you like at least a piece of it :>

Multiple crafting disc. on the same character

in Crafting

Posted by: frostnuggets.6471

frostnuggets.6471

Well, short and simple. You answered it all Thanks man. Yeah, I can’t remember of any soulbound on acquire crafted item either, but I am kind of a newbie, so… xD

Thanks for your help

Multiple crafting disc. on the same character

in Crafting

Posted by: frostnuggets.6471

frostnuggets.6471

Hey there.

I hope this question wasn’t answered before. As far I my search went, I only found old posts, or posts that didn’t quite answer that question.

So, the thing is: are there advantages on having multiple crafting disciplines on the same character? I mean, having like 8 maxed on one character instead if 8 maxed on 4 characters (2 for each). Aside from not having to face the loading time when switching characters to craft different things, would I benefit from something else? Are there items that require a character to have 2 or more specific disciplines on itself to be crafted? Or could I just craft different components with different characters and then craft the final item (using all the previously crafted stuff) with the relevant character/discipline? Example: craft X with taylor, Y with weaponsmith, Z with huntsman and then mix them all to craft F with armorsmith, considering that each item was crafted on a different character.

Annnnnnd: are there soulbound crafted items, or just account bound ones?

Sorry for the number of questions and the size of the text. I hope this isn’t a dumb question.

Thanks in advance for your attention,
Frostnuggets :>