The intended comparison is to their simplification of the talent trees (Is that what they call them? It’s been a while) to a set choice per tree as the ‘optimal’ one — ie the removal of the choice.
Then you got it wrong, I’ve suggested removing stats few times already and I had gw1 in mind where you were able to swap your builds in seconds. Going with those rash ideas of reinforcing gear choice will lead to nothing but to reduction of a player’s choice.
“Reducing choices is increasing choices!”
all kidding aside, gear is a meaningful way to accent your intended play style, and to allow a number of things that would be impossible with just traits.
It’s true that the balance is out of whack (although the meaningfulness of the imbalance is wildly exaggerated), but the poor balance doesn’t justify removing the choice.
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The ‘reinforcing gear choice’ is the wrong way to look at it though, it’s ‘making risk/reward meaningful’. Right now, past a basic skill level, risk is not very meaningful in most of the content, and this is too bad.
Wouldn’t it be great if zerk had great payoff but took great skill, as opposed to ‘it has great payoff as long as you’re not absolutely terrible’?
Right now you can use most of your skills and traits without any kind of gear investment, which means there is a huge amount of choice in the game. If certain skills are affected by certain stats then those skills will be used by those that already have the important stats, meaning far less choice and variety for players.
It’s not secret that there is a lack of variety in gear stat choice in the game. But that’s not true in build variety, weapon, utility and trait variety isn’t terrible, in fact the “good” players are already changing their builds multiple times during a single dungeon run. Using different weapons, traits and utilities to be more efficient on different types of content.
It’s highly unlikely and it will harm the game instead of helping it, if they make stats affect skills, like Vitality giving more endurance or Toughness making WoR last longer or anything like that. Limiting BUILD choice isn’t what we need now.
For everyone who is suggesting to tweak how stats affect skills, take a look at PVP. There are more valuable builds in PVP, there are “bunkers” and control / support is even higher valued than in PVE. The answer to making more builds viable is in changing the actual encounters to feel more like PVP encounters.
There is NO need to make defensive stats affect skills.
What you are essentially saying, is that is good that gear doesn’t effect gameplay, because getting gear sucks.
Then why have gear at all?
I think if they made multiple gearsets viable, then the would also have to make getting gearsets less annoying. But they should probably do that anyway.
Or no stats. Which works probably best. But players will have less variety in play