More Meaningful Grandmaster traits — Guild Wars 2 Forums

More Meaningful Grandmaster traits

Hey there,

Do you remember first seeing the Daredevil with a choice of grandmaster traits that change how the DD does damage and the way they interact with fields.

Are there any traits you would like to see become more meaningful in a similar way to DD gets a change in Dodge mechanics?

Thank you for reading,

-Phyrak

Comments

  • sokeenoppa.5384sokeenoppa.5384 Member ✭✭✭✭

    Totally agree with this one, maybe next elite spec let us choose what kind of steal we are using ^^
    And yes, other specs need this kind of GM traits too, traits that change ur skills/mechanics/dodges/or weapon skills(like necromancer have).

    I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

  • yes I think gm traits should change the way a class plays instead of a flat boost, some minor tweak, or a power creeped choice.

    Te lazla otstra.
    nerf list

  • derd.6413derd.6413 Member ✭✭✭✭

    DE: grandmasters now let you choose what malice adds to your stealth attacks,

    I Have No friends, so I Must pug

  • starlinvf.1358starlinvf.1358 Member ✭✭✭✭

    The problem with this premise is that its assumes the GM is the only reason the new mechanics are good. Thats not the case for half the Especs, where the mechanics alone are powerful enough to stand on their own without modifications. For instance, FB tomes are extremely strong stand alone; and the traits that affect it are mostly focused on their cooldowns. The other Traits are split across FB's other functions, like Quickness and Mantras.

    DD is somewhat unique in that it doesn't add a new mechanic, but enhances an existing one.... a core mechanic at that. This is what gives the GMs enough freedom to modify that mechanic without risking an interaction it can't control. Compare that to Deadeye's Mark and Malice, which has gone through 3 major revamps in its mechanics to prevent it swinging too far to either end in the power scale. The real change DD made to thief was adding something it lacked in core..... close combat sustain and stronger CC options.

    Replicating something like that won't work for every class, since each class has different weighting when it comes to its use of core and unique mechanics. Engineer's Especs are weapon augmentations, Dragonhunter gives the Guard multirange combat, Firebrand a large pool of spammable support skills, Reaper enables strong melee combat, Scourge up plays field control, both Weaver and Tempest just modify Attunements, Spell Breaker gives Warrior utility thats independent from weapons, Druid Stacks boons or heals, Soulbeast allows you to change the Ranger Power budget distribution on a whim. Not all of these have links to core mechanics; and the mere existence of some of these mechanics are huge power bumps when not regulated by Character stats or modifiers. Thief Dodges can be a mutually exclusive choice and not have a negative impact on the build; but the same can't be said with Druid's Celestial Avatar, since healing, boons, and condition clearing are all things needed in parallel.

  • @starlinvf.1358 said:
    The problem with this premise is that its assumes the GM is the only reason the new mechanics are good. Thats not the case for half the Especs, where the mechanics alone are powerful enough to stand on their own without modifications. For instance, FB tomes are extremely strong stand alone; and the traits that affect it are mostly focused on their cooldowns. The other Traits are split across FB's other functions, like Quickness and Mantras.

    DD is somewhat unique in that it doesn't add a new mechanic, but enhances an existing one.... a core mechanic at that. This is what gives the GMs enough freedom to modify that mechanic without risking an interaction it can't control. Compare that to Deadeye's Mark and Malice, which has gone through 3 major revamps in its mechanics to prevent it swinging too far to either end in the power scale. The real change DD made to thief was adding something it lacked in core..... close combat sustain and stronger CC options.

    Replicating something like that won't work for every class, since each class has different weighting when it comes to its use of core and unique mechanics. Engineer's Especs are weapon augmentations, Dragonhunter gives the Guard multirange combat, Firebrand a large pool of spammable support skills, Reaper enables strong melee combat, Scourge up plays field control, both Weaver and Tempest just modify Attunements, Spell Breaker gives Warrior utility thats independent from weapons, Druid Stacks boons or heals, Soulbeast allows you to change the Ranger Power budget distribution on a whim. Not all of these have links to core mechanics; and the mere existence of some of these mechanics are huge power bumps when not regulated by Character stats or modifiers. Thief Dodges can be a mutually exclusive choice and not have a negative impact on the build; but the same can't be said with Druid's Celestial Avatar, since healing, boons, and condition clearing are all things needed in parallel.

    I appreciate this comment

    Little things on the mechanics of the class is what a grandmaster should do

    Lotsa little things add up to greater impact on gameplay

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