Feedback:User/Tennessee Ernie Ford/Build experimentation un-nerf

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Quest-medium.png Moot! This suggestion is less relevant because any player can experiment in the PvP starting area. Only a very few skills are different. (The main issue is that changing gear takes a while, but that's a different issue.)

Build experimentation un-nerf[edit]

Make it easier to experiment with builds for characters of any level. The current system makes it prohibitively expensive for new PvE players (and new characters) to guess about what traits/trait lines are useful to them. For PvP/WvW players, you can experiment for free (or at least, you could), since you can swap builds at will. However, testing in the Mists is not the same as trying things out during dynamic events and it only applies to L80 toons. Every new PvE character spends an awful lot of hours at L10-L80, with trait points to spend and no idea what is going to work for them.

In GW1, I learned by maxing one attribute line and then another, keeping most of the skills static. This was easy...and free, because there were no special requirements for changing builds. This is horribly different in GW2, since there are massive cash outlays required to adjust a "typo" in developing traits.

I like the trait system (a lot), but I hate that it discourages experimentation by imposing terrible costs just to try something out.

See also[edit]

  • Earlier Traitpoints — a set of alternative suggestions about the trait system that ultimately allow people to experiment more easily.