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Build diversity!!!!!


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@derd.6413 said:

@Ziggityzog.7389 said:There are 2 options to help diversity but it may just make things worse in both cases.

Option 1: Add a new trait line for each class that isn't a unholy spec. Just extra traits. Then make it to where you can choose 4 traitlines with the 4th being a spec from expansion or another triat line.

Option 2: Bite the bullet and finally go old school gw1 and start up the dual class system. Your main char can only use it's Expansion specs but any of the other traits and skill from the secondary class.

or option 3: make all traits/lines good

Option 3 best option. We currently have too many traits that are just useless, good on paper but don’t perform, or pale in comparison to other traits. But the trouble is how will that be accomplished without massive power creep.

by figuring out what each trait line is supposed to do and make it work.

Yes well look at who we are depending on to do that. I’m not sure the balance team is capable of such a big undertaking.

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@Jace al Thor.6745 said:

@Ziggityzog.7389 said:There are 2 options to help diversity but it may just make things worse in both cases.

Option 1: Add a new trait line for each class that isn't a unholy spec. Just extra traits. Then make it to where you can choose 4 traitlines with the 4th being a spec from expansion or another triat line.

Option 2: Bite the bullet and finally go old school gw1 and start up the dual class system. Your main char can only use it's Expansion specs but any of the other traits and skill from the secondary class.

or option 3: make all traits/lines good

Option 3 best option. We currently have too many traits that are just useless, good on paper but don’t perform, or pale in comparison to other traits. But the trouble is how will that be accomplished without massive power creep.

by figuring out what each trait line is supposed to do and make it work.

Yes well look at who we are depending on to do that. I’m not sure the balance team is capable of such a big undertaking.

they do seem to like purity of purpose so maybe one day

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The new trait system is much better for creating something balanced, as it prevents abuse of "picking and choosing the actually most OP stuff."

The failure is that there balance cycle is every 3-4 months, and Anet never actually nerfed the OP stuff enough, and thus can only very gradually buff the UP stuff to prevent creating even more OP monster-builds.

Balance is the biggest failure in this game.

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Option 4: Make one of the core trait lines into an elite spec. For most professions, the best choice would be the last trait line which works with the unique profession mechanic. It would shake up a lot of current builds, but by limiting the interaction of that trait line with elite specs, developers have more control over what they want elite specs to do.

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The stats tied to the old trait lines is actually what balanced the game. You couldn't just take defensive lines for example and then max out your power, or take all offensive lines and max out your def defensive stats. When they broke this they broke the balance completely.

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@Xillllix.3485 said:The stats tied to the old trait lines is actually what balanced the game. You couldn't just take defensive lines for example and then max out your power, or take all offensive lines and max out your def defensive stats. When they broke this they broke the balance completely.

False. Many popular builds from before the re-work did take the defensive lines and used offensive amulets and runes. In fact, that configuration was preferable. You got a some defensive stats and then could easily invest into all offense with the amulet and runes. Comparatively, trying to find a bit of defense from 3-stat amulets and with runes was hard (most of the runes with defensive stats had bad procs).

The power creep came from the amount of stats added to amulets after removing them from traits (too much was added). And then with the 4-stat combos, even more total stats were added to the amulets.

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@Exedore.6320 said:

@Xillllix.3485 said:The stats tied to the old trait lines is actually what balanced the game. You couldn't just take defensive lines for example and then max out your power, or take all offensive lines and max out your def defensive stats. When they broke this they broke the balance completely.

False. Many popular builds from before the re-work did take the defensive lines and used offensive amulets and runes. In fact, that configuration was preferable. You got a some defensive stats and then could easily invest into all offense with the amulet and runes. Comparatively, trying to find a bit of defense from 3-stat amulets and with runes was hard (most of the runes with defensive stats had bad procs).

The power creep came from the amount of stats added to amulets after removing them from traits (too much was added). And then with the 4-stat combos, even more total stats were added to the amulets.

true

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I think keeping the new system intact is good. But, I think if we made all the major traits selectable from a drop down box, instead of choosing from 3 per major trait, then that would open up more in terms of build diversity. So, kind of a mix of old and new system styles.

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@Ghos.1326 said:I think keeping the new system intact is good. But, I think if we made all the major traits selectable from a drop down box, instead of choosing from 3 per major trait, then that would open up more in terms of build diversity. So, kind of a mix of old and new system styles.

Two problems with that which make this idea fall flat:

  1. In how many cases would your trait choices differ? Probably not much. This speaks to an overall lack of interesting or viable traits.
  2. In cases where your choice does change, you'll see a significant power increase. In this case, it's likely that the mutual exclusion of traits - only being able to pick one of three - was intended as a way to limit power and create interesting choices.
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