Ah, you guys make me realize I have a love for breakpoints in design. When it's just 10% to have 10% more it's boring, but when that 10% turns you into something you weren't, I end up wanting to keep it.
Like how
Unsuspecting Foe works, giving you such a high breakpoint that you could make builds you couldn't before with the big stat boost. Force of Will doesn't have a conditional attached, but I was fine with that as conditionals attached to defensive boosts are hard to use without making the defensive boost unviable. Its main balancing point was the very fact that it was a grandmaster trait, forcing you to go in a slightly different direction that you normally would with a guardian. It was also placed in a
trait line that was often invested into for its healing power or support but had a number of options that could be used offensively and the other grandmasters in the line weren't matching that as well.
One thing I hope to see in today's livestream is that they focused the traitlines more. Each trait line in Guild Wars 2 was optimally for two different build directions, but minor traits were often focused on just one, or had their synergy split. One example is the old
Death Magic line on Necromancer, where until 2014 had its minors focused entirely on minions. Or
Arms from the Warrior and
Curses from the Necromancer, which are their condition damage lines, but their minors seem slightly more concerned with doing more direct damage in the end.
There are five lines per class. They should be focused on Direct Damage, Condition Damage, Defensive Abilities, Support Abilities, and their Class Mechanic line. Focus the minor traits in each line so that we do those things well. Then branch out and use a few major traits for synergies. So the Direct Damage line might also have traits to help Support by creating Might and Fury. Support Ability line can increase the damage of the boons you're already generating for yourself and allies. And if you're a Warrior, your Adrenaline line will already help with doing more damage. Another direction is a juggernaut type of build, where you take Defensive Abilities and Adrenaline traits to quickly build adrenaline and then use them for more passive bonuses like
Berserker's Power or
Heightened Focus that are lost if you lose Adrenaline for some reason that could be found in the new elite specialization line, or just
Cleansing Ire.
On a side note, people feel like it's a bug that Berserker's Power doesn't give its bonus to Burst Attacks. That is, the adrenaline is spent before the damage is done. I always felt like that was intended. What do the rest of you think?
Also, stat compensation. Everyone is getting about 500 points more from the extra baseline stats, so say a PvP Amulet only needs about 200 more points total (not per stat) to compensate if you go by raw points. Realistically, those points were more focused but if you ignore that then the ranges of burst to bunker get lowered (which I can live with, lol). But still, there are multiple ways one can go about this...