I made the mistake of going to Guru to get some info for my thread and I stopped by the new Traits thread and all I could think was this...
Is it any surprise ArenaNet hasn't bothered to set up Official Forums when the Guru forums (which have been filling in) have become such a dumping ground? I mean, it's not
quite to WoW Forum levels yet, but it's alarmingly close.
I hope they don't set up anything beyond a Support forum; I'd rather see the Devs continue what they've been doing, writing blogs and working on the game, not spending all day fielding questions from idiots.
I must say, traits seem cooler than I expected them to be. Stoked level +10
As I mentioned earlier, I'm glad they do "Game-y" stuff rather than "Math-y" stuff. When I first read over this latest blog, I was a little concerned about the new stat system and how you have some stats existing only to boost other stats. For example, why does a Guardian need Concentration stat (Increases the duration of all boons) when they could just have a
trait that does the same thing?
I realize they need to have
some stats so there's more degrees of growth to manage, but sometimes I feel like MMOs need to drop more RPG (and don't get me wrong, GW2 is a big step towards that) and stop with the itty bitty baby steps and just say "Okay, you take this trait, your boons last twice as long." No fiddling with stats that affect stats that affect other stats. So far, that's my only real gripe with GW2; it doesn't go far enough in putting player skill ahead of stat management. I'm sure many will disagree, but that's my opinion.
I feel like the deeper you spec in a certain tree, the more powerful the bonuses should become, rewarding people that fully specialize for certain roles, instead of choosing a jack-of-all-trades approach.
The problem with this is the same problem WoW had with it's talent system; you *MUST* spec completely into one tree to get the uberskill buried at the bottom of it, or you're just so wildly ineffective you can't compete. By allowing you to pick the specific things you want, you're giving more freedom across the whole system.
The idea is that there are (or at least, should be) multiple Major Traits in each line that you want.
Respec is not a result of you failing anything in the game. You simply want to change things up. So why should you have to fork over cash to do that? It has no place in the context of the gameplay system and is an ill-placed money sink showing ANET's struggle in balancing their own economic system. They should axe it immediately.
I agree; this is a penalty to something players will want to (and should) experiment with, not for making poor choices. If they feel like it needs some degree of permanence so people aren't swapping out their traits between fights, keep the "Visit an NPC" option or have some kind of inventory item or better yet, something actually within the trait window.
For example, every respec could cost one "Reset", with players only able to have 5 of at any time. You're refreshed back up to 5 every time you visit a city, so f you use all 5 resets up, you can't respec again until you head to down. One benefit of this is that you can hang around just outside of town (or in it, if they have a training dummy-esque feature) and experiment as much as you want because the resets are constant.