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2/29/12 9:03:07 AM#81
Originally posted by atticusbc The problem is that THEY ARE. Check it OUT! Arms tree is clearly tied to swords, giving increased crit chance to them. Strength is tied to AXES. You are clearly limited in your choice of playstyle. You cannot effectively be an Axe-wielding warrior while picking traits from other stinking trees. This IS awful. Check out the Elementalist trees which are even named after elemental attunements. This is all very clearly restricting player choice, no question about it. Unless you're playing one of the pre-designed builds ANet chose for you, you WILL BE GIMPED. For the life of me I don't understand why didn't they just give the players a set number of slots to fill with traits anyway they choose and be done with it. This way you could have an Axe warrior with increased bleed and crit chance for example. What if I want that increased "dameage on weakened foes" but don't care about "increased health when rallying"? Well TOUGH LUCK buddy. You WILL HAVE TO SPEND TRAIT POINTS ON TRAITS THAT DON'T INTEREST YOU JUST IN ORDER TO GET AT THE TRAIT YOU REALLY WANT. I'll just let that sink in. This is pure garbage of a system. and as a "final note" - Yes, I want my character to be unique and specialized. I don't recall that "unique" means "pigeonholed into one of the pre-determined categories". |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
2/29/12 9:09:53 AM#82
Originally posted by cali59 Window dressing. You only improve yourself in a certain direction, you don't particularly gimp anything else, the war can do damage even if he is not specialized in it. He may not do MASSIVE DAMAGE BY ATTACKING THE WEAK POINT but he can still do damage that can be seen as useful. Yes I'd definitely like the option to save my specs and even if it costs money to switch between them then so be it, I just don't like running back and forth between places to respec especially when I already know what I want and how I want it. This is not a game. |
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2/29/12 9:13:15 AM#83
Originally posted by Pilnkplonk Have you played Guild Wars 1? They are not copying WoW. There are simply multiple levels of complexity for characters. Not every character will be the same with all maxed out everything. You pick a specialization and you make your build and you use the skills that apply to it. It is a lovely system and worked great in Guild Wars 1. |
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2/29/12 9:17:10 AM#84
Originally posted by ProfRed Yes, it was a lovely simple system and I don't understand why they didn't apply it to traits. I don't recall that in GW1 you had to pick skills you didn't want so you can place skills you DO want on your skill bar. As I understood it, GW2's trait system was supposed to work just like GW1's skills. You have a set number of slots that you fill up with traits anyway you want. Why they decided to go for stinking trait trees is completely beyond me. It's just plain stupid and hugely disappointing. |
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2/29/12 9:19:16 AM#85
Ah I understand your gripe now. Would rather it not be tree'd like this as well. Hard to judge until I get my hands on it, but hopefully it isn't so limiting as to create a few cookie cutter builds. It seems like they are aiming at adding customize while cutting down on too many skills. Will have to keep my eye on it. |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
2/29/12 9:22:12 AM#86
Originally posted by Pilnkplonk What gave you that impression? This is not a game. |
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2/29/12 9:23:43 AM#87
Originally posted by Naqaj I do not misunderstand this system at all. I am not talking about traiting into a specific role like it's a holy trinity role. I'm talking about the ability to have your traits compliment your skill choices. The video you're linking is of someone playing in the lowest zone, who isn't fighting against tough encounters at all. I consider it a completely invalid example. No, it doesn't matter at all what that warrior is doing in that example. It probably will elsewhere. Which brings up another point. If it doesn't matter which way you're traited, then why have the system at all? Why would the game need a 70 point system with 5 trees if all it would do would give you a sense of customization which ultimately made no difference? If you're planning on spending most of your time in fire spec, then it makes sense to spec so as to improve your fire by selecting traits which synergize with that. The problem that I have is that this game is fluid. If you then have to go primary (not exclusively) earth spec for an encounter, you're missing a bunch of talents (not to mention toughness) which probably will affect how the very hard explorable mode encounter plays out.
I simply don't get it. I just don't get it. Any class in the game you can completely change your loadout of skills. You can go from a Necromancer with a staff and 4 minion skills and a lich elite that summons even more minions to some other guy with an axe who doesn't use any minions at all. You can totally swap to a new set of armor with an entirely new set of runes to completely change your stats and bonuses. Why then is traits the place where we're going for permanence, forcing you to select trees with attribute and minor trait bonuses (but you can still swap the majors) that are locked in unless you go to a trainer? The example I've been using is suppose you have a warrior in a hard dungeon and there's two bosses. One who hits very hard, and there's one who 1-shots everyone in melee so you have to go ranged against him. If a warrior is worried about the first boss, he takes points in Defense to combat the first one (+300 Toughness and Compassion), 3 defensive minor and 3 defensive major. If then the group encounters the 2nd boss and he has to go with a Rifle, he's now missing whatever Strength or Arms attributes (+300 Power or Precision, Malice or Expertise) and the traits which would help. At the same time 2 of his defensive minors are useless and the best he can hope for with his majors is to make them "not useless". And if the answer is that he should have gone into the dungeon with a balanced spec in the first place, then why allow people to choose to specialize? It just hurts players who don't know better. And if the answer is that people should be able to beat that boss no matter what they traited, then why have traits at all?
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Lord.Bachus
Elite Member
Joined: 5/14/07
I believe in life before death... So dont forget to enjoy it while you still can. |
2/29/12 9:25:34 AM#88
I just love these changes...
They tried a lot of things, but now based on their own playing experience, and input from early testers, they know what ideas worked well, and what ideas didn't deliver as expected.
I think this might be a great step forward...
For excample a blood specced Necromancer might actually be a pretty decent healer if played right... I know what i will play Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) |
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2/29/12 9:27:48 AM#89
Originally posted by Zeroxin Maybe the fact that the trait named "Axe Mastery" is in that tree? And that I cannot get it without first spending 5 trait points for "Reckless Dodge"? .. and if I want the second Axe trait "Weapon Specialization" I HAVE TO spend another 5 points on something called "Death from Above?" Duh. Why shouldn't I be able to spend these points on say.. "Determined Revival" and "Embrance of Pain" if I decide to go all Axy Axy? |
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2/29/12 9:33:50 AM#90
Originally posted by Pilnkplonk They aren't weapon based at all. Where are you getting that from, b/c frankly it's flat out wrong. Not only that but you ignore the differents between traits and skills. They are 2 totally different things.
Stop. Breath. Relax. |
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2/29/12 9:35:15 AM#91
Originally posted by Thupli Lol, they ARE weapon based. And read my post above. |
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2/29/12 9:37:25 AM#92
Originally posted by cali59 You're making the same mistake as Pilnk. Traiting for 5% mor crit with an axe doesn't force me to use axes exclusively. You assume that if you don't trait into a specific line, the skills attached to it somehow become invalid. I just don't see how this is true in any way. I'll trait mainly into fire magic with a focus on maximising burning. I still have to switch to water whenever the situation calls for snaring and healing. I still have to switch to air to apply conditions, I still switch to earth to play defensively. The other attunements have not become invalidated just because my fire skills do better burning. The flexibility of a class lies in weapon switching (or attunements/kits) and utility skills, not in the trait system. Traits actually are flavour. They allow to customise how I want to do damage, they do not force me to do damage. |
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2/29/12 9:38:07 AM#93
Originally posted by Pilnkplonk 1. I dont think we are looking at the same link. Go to it again and look one more time just to verify. 2. Even if there are a few skills sprinkled in for certain weapon types, do you think that means that all builds will focus on weapon damage as opposed to utility or survivability? 3. Again, skills. You are forgetting about them with all of this trait chatter. |
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2/29/12 9:41:22 AM#94
Originally posted by Pilnkplonk Chill out dude. If you look at the calculator that you posted: 1. There is an axe skill at 10 points. BUT... 2. There is a sword skill 3. There is a spear and greatsword skill.
Sheesh. Look at your source before posting. |
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2/29/12 9:41:24 AM#95
Originally posted by Pilnkplonk Pay attention to how these weapon based traits are distributed. There's one for each weapon, and you can mix and match as many of them as you want, 10 points into a line are enough for that, and you have enough points to unlock at least 3 lines |
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2/29/12 9:44:34 AM#96
Originally posted by Thupli
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2/29/12 9:44:59 AM#97
Umm I think it makes sense you choose to focus on 1 or 2 weapon sets and the others are still available to you out in the wild if you equip those weapons, but with slightly reduced effectiveness. That's... logical? Or do you guys want everything to be 100% all the time so you never have to make choices?
I mean, you can max out two trait lines (30 points each) and still go 1/3 of the way through a 3rd trait line. So even if they are tied specifically to weapon sets, that is 2 weapon sets you will be 100% in and 1 your are 33% in. I don't know how many adventurers would ever consider bringing more than 2-3 weapons to a fight anway...
Making builds = making choices. GW1 says Hello! MMO History: |
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2/29/12 9:47:19 AM#98
Originally posted by Pilnkplonk I spent some time with the system. It is not nearly as restrictive as you paint it to be. If you want to take one of those trees there are plenty of options outside of axe. Instead you can put points into 5% damage for multiple offhand weapons. Each of these traits should be balanced and you ahve a choice of like 6-9 of them in any tree. If you want to go with axes go for it, if not skip those single traits. It is actually a quite open system. I just made 9 unique builds for a Thief and I really want to try them all. I never felt restricted to a theme, but felt like I could mold a theme quite easily. I really enjoy the system and thanks for the tool link. |
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2/29/12 9:47:49 AM#99
Originally posted by Zeroxin Well, in case of the Warrior Pilnkplonk is wrong. BUT I think he has a point in some of the other professions. At least in the Guardian Traits, you can clearly see that some of the weapons are influenced by only one of the Trait Lines. Shield is by the Valor Traits, Sword and Spear only by Radiance Traits. In case of the Elementalist, since this profession doesn't swap weapons anymore, tying element attunements to Trait Lines is not so good of an idea too. WE already see many people beeing misleaded by the same name between them and the influence each Line has on one and only attunement. only the Line of Arcane Power will influence them all. So, It's true that this system might make some players: 1- never want to change weapons because they like the Traits they have; or 2- never wanting to re-spec Trait Lines because they like the Weapons they have. Those are choices that are too restrictive. The best possible solution is giving different effects to all weapons when they are in different Trait Lines. The same thing to the Elementalist element attunements. I think they have to rethink, or add, more Major Traits in each Trait Line. But that's it. They have a good system IMHO. |
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2/29/12 9:54:46 AM#100
People are confusing being forced into something with being given a choice. All of the 'restrictive forcing me to blah' stuff is applied to the traits where you choose one of six to nine traits. It is a choice you can use these to mix any trait lines with any others by choosing what to take. Just take some time and try to make some creative builds and you will see how unrestrictive it really is. |
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