So according to the latest patch notes, they've added "Trait tiers".
So it sounds like it works like this:
So, for example, if you pick up only ten points in a line, you won't have access to every major trait–you will, in fact, be limited to X number of arbitrarily determined major traits.
If, for example, you're an elementalist and you put ten points into fire, instead of having access to all major traits, you would only have access to, say, Conjurer, Ember's Might, Lava Tomb, and Spell Slinger. If you put twent points in, you gain access to those traits, plus, say, four more. If you put all thirty points in, your last major trait slot can be filled by any.
If this is the case, this is a bit disappointing as it kills a lot of different builds and limits customization. We'll have to wait to see for sure, but I hope it's not what it sounds like.
I mean it makes it easier to balance I guess, I just hope they don't take it to the extreme like in most MMOs where you have to invest heavily in a tree for one skill and the rest is crap you don't need or has nothing to do with the build you're going for. As it stands right now though, it feels pointless theorycrafting builds until we know how it turns out for sure.
Not sure why they are changing it, I think the system is fine and quite complex and this change is just making traits way less complex. I don't know if this is bad anyway, could be better in the long run, hard to judge now.
Okay more info on this has been released from a pcgamer live stream
Tier 1 - 1-6 Tier 2 - 1-10 Tier 3 - 1-12
Pretty good, but I need to check if my ideal build works with this now.
Apparently Utility skills are also Tiered now hmm
Edit - Seems to work fine with my build, but then again I don't try to go jack of all trades. A lot of QQ about this on the forums, but its not the end of the world. May end up limiting OP ass builds with pure damage or utility.
I'll do everyone a favor and list the traits most affected (All require Tier 3 Traits) So essentially, No class can have more than 2 Traits from different trees that I have listed below. You also can't have 2 traits from the same tree. You be the judge.
Elementalist Fire: Each Fire spell casted gives might Air: Auras Grant Swiftness and Fury when applied Earth: Keep passive signets when you use them Water: Auras apply to allies (fury +20% crit chance) Water: Dodges Remove 1 Condition Arcane: Create Boon on Dodge (might, regen, swift, protection, vigor) Arcane: Create Spell on Dodge (burn, chill, blind, vulnerability, immobilize)
Warrior Strength: 3 stacks of might on any physical utility skill used Arms: Gain Frenzy for hitting someone with less than 25% (frenzy is like +15% crit dmg) Tactics: Shouts Heal Discipline: Bursts cost less Discipline: Bursts recharge 20% faster
Guardian Zeal: Greatsword attacks heal you Radiance: 1 handers gain +15 Crit Chance Valor: Healed on Mediation use Valor: Healed on boons to allies Honor: Shouts remove conditions Honor: Nearby allies gain passive regen Virtue: Every 4th attack instead of 5th causes burning
Engineer Explosives: Bomb explosions heal allies Firearms: Stability and Toughness when using a flamethrower Inventions: Explosions from mines remove player boons Alchemy: Elixers give might Tools: 50% faster endurance regen
Necromancer Spite: Spinal Shivers on Enemy when they are below 25% health Curses: Scepter conditions apply weakness Curses: Chance for weakness on crits Death Magic: Minions die in cloud of poison Soul Reaping: Stability in Death Shroud Soul Reaping: 50% cd reduction on Death Shroud
Ranger Skrirmishing: Quickening Zephyr at 25% HP (atk speed + movement speed) Nature Magic: Remove condition on roll Beastmastery: Bird Screeches cause fear
Thief Deadly Arts: Immobilize when hitting someone with @ 25%HP Critical Strikes: Crits with pistols cripple Critical Strikes: Gain initiative on Signet use Hidden Thief: Stealing grants stealth Acrobatics: Gain haste when CCed Acrobatics: 10% runspeed in stealth Trickery: Pistols have a chance to ricochet Trickery: Stealing Dazes
Domination: Can use mantras twice before channeling Domination: 50% chance to stun on Daze Dueling: 1sec Distortion on Signet Use (Evades attacks) Chaos: Signet use removes conditions Chaos: Cloaking lasts 1 second longer Inspiration: Heals you and allies on Mantra Inspiration: Heals you when illusions are shred Illusions: Diversion hits multiple enemies (Daze) Illusions: Shattering effects apply to yourself (vulnerabilty up to 4 seconds and other effects)
I skipped over skills I thought were useless but I don't play a few of these classes so I wouldn't know.
Anyway, its hard to say who gets screwed the most, but I know my guardian build did. I would say thiefs and rangers will be affected the least. While Mesmers, necros, and elementalists received moderate nerfs to their builds.
Proximo Admin replied
708 weeks ago