Alright, here's the trait revamp I've been poking at.
So, even before launch Ive disliked the trait system. You can read all about that
here, and I will not waste time going over the same ground. Its not a strong dislike, but I definitely think its a slightly dated approach, and more importantly one that doesnt mesh well with the rest of the game. I can think of no greater example than the amount of impact weapons have on the game; defining half of a players abilities, giving them a way to quickly change their professions toolkit on the fly, etc. and yet there are talents that paint you into using a static weapon pool to be effective.
Ive been talking for a while about what I would do to replace or improve traits, and its mostly been a few nebulous ideas floating in the back of my head whenever the conversation would come up. I decided it was time to gather those idea together into something a little more solid. The goal of this concept is to two-fold: reduce the amount of passive traits that allow theorycrafters to easily calculate and disseminate optimal builds, and make the system easy enough for players to understand that they dont
need theorycrafters to tell them whats optimal.
The first step is the most important; all passive traits are removed. Even if this were the only change made to the entire system, it would still be a vast improvement over what exists today. So, what constitutes a passive trait? Any trait where the player automatically receives some kind of benefit without having to put much thought into it. A quick list;
- Increased damage / stat when wielding specific weapon types.
- A percentage of x is given as a bonus to y.
- Reduced Recharge for skills.
- x% chance to cause effect.
- Increased duration of Conditions / Boons
The second step is to remove all of the statistical bonus built into the trait system. Ive never liked raw stats being tied to the trait system, and its removal makes the system easier to understand (less clutter). If the statistics are absolutely needed to maintain a basic level of performance, they can be baked into the professions across the board. Next, we remove all minor traits. These are where the worst of the passives lurk, so theyre already pretty decimated by the previous step. Minor traits that can be salvaged are either incorporated into major traits that need a boost or improved to be major traits on their own. Finally, we remove trait lines, tiers and points, for no reason other than what remains of the system no longer needs those structures to function.
With all of those changes, what would the trait system look like?
So the first thing youll notice is that theres a lot of new stuff going on here.
Expertise Traits
Right at the top are 8 hexagonal slots for
Expertise Traits. These are roughly the equivalent to the traits you have now, with one slot unlocked every 10 levels, for a total of 8 slots at level 80.
Because trait tiers and lines have been removed, colors are used to group traits into thematic categories: red for damage, yellow for control and blue for support. The use of one category over another makes no difference nor does the order in which traits are slotted; theyre just for easier organization. If further balance is required, certain traits can be set behind level-specific barriers, but for the sake of this concept that isnt needed.
Reaction Traits
Below that are two triangular slots for
Reaction Traits, which are unlocked at levels 30 and 60. Reaction traits are any traits that occur when the player falls, blocks, rallies or is down. Effects that trigger at set thresholds, such as when the players health falls below a certain percentage or they take more than a percentage of their maximum health in a single blow are also considered reaction traits. Traits of this type are often discounted and ignored by players because they only function when the player is failing or underperforming. No player wants to trait for failure. By providing separate, unique slots, players dont have to waste their regular slots on traits built specifically for emergencies.
Movement Traits
Similarly, the circular
Movement Trait slotsare built with the same goal in mind. These slots, which unlock at levels 20 and 40, only accept traits related to movement speed, endurance and dodging. Like reaction traits, every player wants to be able to move quicker through the game world as a matter of convenience, but this can often come at the expense of performance. Rather than having players pick between the two, movement traits are built to do both (and should players want to trade in movement speed for more evasion-oriented traits, theyre all located in the same slot type).
Ascended Traits
Ascended Traits are a new trait type unlocked at levels 70 and 80. These traits allow players to make changes to fundamental elements of the game. For example, allowing the Elite skill slot to function as a fourth Utility slot, or granting a Burst skill to warrior banners. Ascended traits could even impact the mechanics of traits themselves, such as an Ascended Trait unlocking a third Movement or Reaction trait slot.
Cosmetic Traits
Finally,
Cosmetic Traits are unlocked every 20 levels and allow players to change up the visual effects of their profession with a wide variety of options. For example, Guardian spell effects could be changed from blue to red, or Warrior banners could sport the players guild emblem rather than the current icons. These cosmetic effects can be found in the game world, purchased via the Gem store, or unlocked via achievements. There could even be special seasonal or Living Story-themed traits, such as Deathshrouds usual appearance being replaced with that of Mad King Thorn, earned exclusively during Halloween (Thanks to Xeris for this suggestion).
Weapon Mastery
Weapon Mastery is a new type of trait system entirely. Rather than incorporate specific weapon types into regular traits, each weapon type has its own pool of unique traits. These traits are then set on a per-weapon basis. Weapon Mastery traits are a way to incorporate entirely new skills for weapons, or make changes to the way weapons function. For example, a player can choose to replace his #3 skill on the greatsword, or change which condition a given skill will apply.
The currently equipped weapons are always situated at the top, but players can set the traits for any weapon from this menu in advance. There are traits that are specifically built for mainhand and off-hand use, and these can only be placed in the first and second slot, respectively.
This being a quick mockup, it is very likely weapon Mastery Traits could simply be rolled into the Weapon Skills panel, or given their own page.