Feedback:User/Michael81411/War of Attributes

A system of Attributes is not necessary bad; in fact, it can utterly shatter the so-called "best builds" and allow indefinite variety......if done correctly.

Unfortunately, working up a good Attribute system is hell of a task. Here are some demands that must be met:

Nothing Can Be Worthless
Each profession should have use of all the Attributes available of choice (or at least 5 out of 6 Attributes), otherwise there will be a risk to mask personal playing style (best-build alert!). Preferably, the game is more of less balanced so that a Machine Gun character (low burst damage, high energy pool) can perform equally on the field to a Rocket Launcher and all other possible style. By this standard, some of the current listed Attributes need to be replaced. For example, strength+agility+intelligence can be combined into "Aggression" (or something similar but sounds better).

Each Profession Needs To Be Impacted Differently
Continue on the example just mentioned, "Aggression" can affect each profession as follows: Warrior (3 melee, 2 ranged, 1 magic) Guardian (3,1,2) Ranger (2,3,1) Necromancer/Elementalist (1.5,1.5,3)

Each profession can also have their own "secondary interpretation" on the Attributes. For example, Perception grants an increase in critical ratings to both Elementalist and Ranger, but an Elementalist will receive a spell evasion rate increase while a Ranger have projectile evasion rate increase.

Large Sphere of Influence
The more game content that is commited to the Attribute system, the more easily that players will accept Attributes. Perhaps a fancy skill cannot be learned by the less-gifted (low Intelligence/Perception) characters, or some level of Vitality is needed to be a blood donor in a minor quest, or high Willpower with increase the success rate of curse-removing skills......you get the idea.

There are certainly more criteria to this, but they have escaped me for now. Good luck, good people of ArenaNet!