Feedback:User/Jette/Fix primary attributes
Fix primary attributes | |
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User | Jette |
Categories | Mechanics → Professions Skill feedback → Common |
Primary attributes were a cool idea, but they have become stupid in a lot of ways. To quote Shard, "for each point in ~, your secondary profession's skills get much better and your primary profession's skills become mediocre." They are bad in a lot of ways I could make a six-page essay-rant about. To put it simply: if you make primary attributes make sense again, about half the game's problems will dissolve. Really. That still leaves a lot of problems, but this will fix a lot of them fast. I am welcome to suggestions/changes about these on the talk page, but if you (ANet) wish to use but change one of them, I kindly request that you please discuss it with us first. Changing a number might work, but if you change something important, it might kill the whole point of the fix. Now then, alphabetically:
- Critical Strikes: Only works with daggers.
- Divine Favor: This one is fine.
- Energy Storage: This one should probably stay the same as it is. Now, if you want to change it, I have a cool idea that would be really hard to implement: Elementalists get a second energy pool that recharges only when their first energy pool is full. The second energy pool drains first, and can only be used to cast ele skills, and is derived entirely from the energy storage attribute. Seriously though, this is one there's not an easy fix (I can think of) for. You need to fix the rest of the game first.
- Expertise: For each point in expertise, your ranger skills cost 4% less energy to use.
- Fast Casting: Divides casting time of mesmer spells by 2(Fast Casting/15) (or multiplies casting time by roughly 0.955(Fast Casting)). Decreases the Activation time of mesmer Signets by 3% per rank.
- Leadership: See Racthoh's suggestion, it should do fine, but please make it only affect paragon shouts.
- Mysticism: Works only on dervish enchantments.
- Soul Reaping: Does not work on minions, pets, or spirits. Alternatively, only works for the necromancer closest to the dying creature. If this change was implemented, you might be able to lift the timer on it for PvP, and could definitely do so in PvE. This makes more sense from a flavor perspective, too; minions and spirits are already dead and therefore do not have souls to reap. Pets... meh, whatever. Fluff should never come before crunch anyway.
- Spawning Power: Is crap, but would be good if ritualists were better-designed. As it is, it needs no change.
- Strength: Only affects warrior attacks. Scythe warriors can be fun, yes, we know, but that does not make it okay.
If any of these are used, it would be really nice if one of you guys could give me a mini me. It'd be cute! It looks like whatever your character does, and has a blank silhouette with a question mark in the inventory.