Jump to content

  • Curse Sites
Help
* * * * * 4 votes

Trait Templates and Removal of Retraining Feature


  • Please log in to reply
80 replies to this topic

#1 Zhaitan

Zhaitan

    Vanguard Scout

  • Members
  • 369 posts
  • Location:3rd rock from the sun
  • Server:Jade Quarry

Posted 17 April 2013 - 05:36 PM

I think GW2 is missing a very important feature from GW1. That is a Trait Template similar to GW1's Skill Template.

Also, I still don't see the purpose of retraining traits and the associated fees. I do not believe it is an effective gold sink. I also do not see how it impacts game-play positively. It's more of a nuisance as I'd like to switch my traits based on the fighting situation. I may choose to go from greatsword to sword/focus or to sword/shield in a dungeon or to face certain mobs. Now, I will have to teleport to a town, patiently wait thru infinite loading sequence, go to the npc, pay a small fee, and then allocate the trait points manually while my teammates wait for me patiently in the dungeon. Is this an effective process?

Why can't I simply load trait template when i am out of combat, switch my weapons and continue? If it's a gold sink, why not just let me pay an equivalent fee every time I load trait template that reallocates trait points?

What do you guys think?

#2 Andemius

Andemius

    Sylvari Specialist

  • Members
  • 663 posts
  • Guild Tag:[herd]
  • Server:Desolation

Posted 17 April 2013 - 05:49 PM

I'd love to be able to set some templates, especially for pvp. It'd encourage more build changing.

I'm not too bothered about the fee, as it's really minimal. Does seem like a pointless gold sink.

#3 Xunlai Agent

Xunlai Agent

    Sylvari Specialist

  • Banned
  • 540 posts
  • Server:Desolation

Posted 17 April 2013 - 07:01 PM

I completely agree, they used to charge us for retraining attributes in Guild Wars 1 but this was eventually removed and much later they introduced the template system. I fully expect this to make it into the sequel!

#4 El Duderino

El Duderino

    Golem Rider

  • Members
  • 2246 posts
  • Location:Drowning in a White Russian listening to Creedence
  • Profession:Mesmer
  • Guild Tag:[DuDE]
  • Server:Blackgate

Posted 17 April 2013 - 07:05 PM

Agreed 100%. I have a list of traits that I use written scribbled on an envelope next to my computer.

Would be nice to save them. I don't care much about the cost to re-trait, but I hate that I gotta find the damn guy to talk to to do it. At least let me re-trait when I want to switch armor and weapons too, aka out of combat. And no, please don't make it some consumable from the store that costs 100 gems.

#5 Gladiator Motoko

Gladiator Motoko

    Fahrar Cub

  • Members
  • 13 posts
  • Location:Guild Wars 1 - Zero Quality [zQ], The Last Captain [LaG], 出rise [USA]
  • Profession:Mesmer

Posted 17 April 2013 - 07:08 PM

Idk doesn't it remind of you of the fun in old school GW1? It cost experience to respec attribute points. You could troll people and invite them to your group to run a certain build and then kick them so that they were stuck with that bar.

:D

Edited by Gladiator Motoko, 17 April 2013 - 07:09 PM.


#6 Sandpit

Sandpit

    Vanguard Scout

  • Members
  • 159 posts

Posted 17 April 2013 - 07:29 PM

Respec as a concept was never fun, it was a dreadful game design that really punished inexperienced players. GW1 originally had a pretty reasonable (but standard) respec model to address much of that problem, but they they had the brilliant idea to remove it completely, that was great! So I was very surprised, and disappointed, to see it return (albeit cheap).

That aside, yes, would really like this missing feature to be in GW2. Ability to template your PvE gear too would be nice, it was always a bind swapping armour and weapons, now it's worse with less weapon sets and trinkets too.

#7 Baron von Scrufflebutt

Baron von Scrufflebutt

    Golem Rider

  • Members
  • 3247 posts

Posted 17 April 2013 - 08:36 PM

http://www.guildwars...and-jon-peters/

Quote

Currently in PvE and WvW a player must go to a trait NPC and pay a fee each time they want to change their traits. This makes it somewhat difficult to test different trait combinations, and also takes away some player versatility. Is this intended, or is it something that we may see tweaked in the future?

Jonathan: The short version of that is yes and yes. It is absolutely intended and it's something that we may see tweaked in the future. It's intended in the sense that we believe that role-playing games and games are about making choices that have consequences and permanence. It's going to be the case that there are systems in the game, traits being one of them and items being another, that have some permanence, or temporary permanence to them, or some cost to changing that permanence. And that's important for defining your character. However, it's fairly obvious to us, and we don't disagree, it would be nice if I just had a PvE build and a WvW build and I didn't have to pay between those two. There are certain points of this where it's like - I understand if you want to change your farming build, but I don't have the same sympathy [for you] as for those who are playing two different pieces of content that we clearly balanced and made for different kinds of builds. We do want to solve the problem in the future, of in the "this is my PvE build and this is my WvW build and I don't want to have to go to the trait NPC and pay a fee every time I'm going between the two things." Maybe it's even just as much as, "this is my support build and this is my defense build and this is my offense build." You know, just to kind of get that feel. Those kinds of choices I don't think we want players making, but we do want players making choices like, "I'm going to change from one offensive build to another offensive build." Maybe it's the case that you're making the choice of how many builds you want. It's just the idea that when you're trying to fine tune things, there should be some amount of cost there.


When it comes to traits, A.Net's priority isn't in making the best game that they can - their priority is in catering to role-players.
And it's this that makes most suggestion to change the system irrelevant: the goal of those suggestions is to make for a better game, whereas the the relevant goal in this situation is to make for a better RP game.


Clearly, I think that A.Net are *ing insane for deliberately making their game worse than it could have been, but I guess when you fail at creating an interesting world you need to get that RP money in some other way.

#8 Mr_Finesse

Mr_Finesse

    Vanguard Scout

  • Members
  • 302 posts
  • Location:Chicago, IL
  • Guild Tag:[WB]
  • Server:Tarnished Coast

Posted 17 April 2013 - 09:23 PM

I surely hope they will implement this (in some capacity) once they get serious about the skill split.  I don't want to have to fork over time and silver to change my spec between PvE and WvW because the split of skills.

#9 Kymeric

Kymeric

    Seraph Guardian

  • Members
  • 1965 posts

Posted 17 April 2013 - 09:52 PM

My condition heavy spec I use in WvW is so terrible out in the PvE world.  I melt Molten Alliance invaders in seconds flat, then sit and wail on their stupid personnel carriers forever. :P  There's no way I'm going to retrait every time I get in and out of WvW under the current system, however, so that character has been resigned to WvW and PvP only.

So the system has me not only flipping between builds, but between entire characters/professions/races.  So much for a sense of immersive permanence.

They've given much the same answer for why WvWXP is per character rather than account.

As much as I like many things about the game, these terrible decisions for a sense of "permanence" and "choices have consequences" is just dumb.

#10 madmaxII

madmaxII

    Vanguard Scout

  • Members
  • 341 posts

Posted 17 April 2013 - 10:22 PM

I would be really surprised if this wont be a gem shop article at some point. Additional trait pages. Sounds perfect, doesn't it.

#11 Arewn

Arewn

    Seraph Guardian

  • Members
  • 1068 posts
  • Location:Ontario, Canada
  • Server:Blackgate

Posted 17 April 2013 - 10:30 PM

It's not there so much as a gold sink, as others have said the price is pretty much irrelevant and could stay or go. It's there to reinforce some sense of permanence in your choices/builds, so that you can't just willy-nilly swap around your set up. This is probably done to reduce the likelihood of the game simply becoming Build Wars.
Having a different build for completely different game modes, such as WvW and PVE, is pretty high on my list of things I want added.
Having multiple templates you can make and chose from for spvp would also be good, since matches are all separate, they exist in a bubble.
Having templates you can make and choose from when visiting the trait trainer, so that you don't have to write down your other builds, would be nice.
But any system where you are able to change traits mid dungeon to an "optimal set up" for each encounter would be incredibly jarring and an over all detriment to the experience. And if the system allows for it, this will be done and reinforced in the community as a necessity as much as berserker warriors in CoF runs are. By the sounds of it, this is in fact what you want(OP), but personally I don't find it to be a very tasteful way of playing the game, and its absence makes me feel Arena Net doesn't either. I'd recommend a game like Fire Emblem if you enjoy those kinds of preparative/planning and min/maxing aspects in games, as that's a proper and better supported environment for that kind of game play.

And since roles are fairly lightly defined in GW2, I don't think there's a huge need for having multiple "specs" in PVE. You shouldn't be finding yourself in a situation where you need to make frequent trait point adjustments just to play, and if it's a matter of wanting a different play style, the 5 minutes round trip to a city to re-trait really isn't that bad.

#12 matsif

matsif

    Seraph Guardian

  • Members
  • 1516 posts
  • Server:Fort Aspenwood

Posted 17 April 2013 - 10:54 PM

WvW is inherently a PvP mode, and as such should be separated from PvE skills.  If they do this, then I would like a "trait page" for PvP, WvW, and PvE so I don't have to retrait whenever I go into WvW.

The 3.5 silver or whatever it is to retrain traits doesn't bother me that much.  I'm in hoelbrak or LA whenever I'm not in a dungeon or doing a world event, so it's a simple jaunt over to the trainer if I want to retrain.

#13 Millimidget

Millimidget

    Vanguard Scout

  • Members
  • 499 posts

Posted 18 April 2013 - 01:19 AM

View PostArewn, on 17 April 2013 - 10:30 PM, said:

This is probably done to reduce the likelihood of the game simply becoming Build Wars.
That's a function of how many viable builds exist, and only gets worse as respec costs rise and more players turn away from experimenting with builds to pursuing whatever cookie cutter build the developers have selected to be FotM dominant.

One of the few things I laud A.net for is keeping respec costs low, though I'm finding out in this thread that that's actually a step backwards from GW1.

Though the question I have is, what value is served in forcing players to interact with an NPC? Not that I disagree with it, I just want a clear answer from developers as to why they value that last little barrier. I hope it's a good reason, such as having freely adjustable traits can lead to some character database issues and introduce greater potential for hacking/exploiting/abuse.

I've been having this discussion elsewhere in a F2P game, where the respec cost is getting between the developers' bank account and my ability to scream "shut up and take my money." It really is an antiquated mechanic, especially in most MMOs where your permanent choice of class already exists.

#14 Arewn

Arewn

    Seraph Guardian

  • Members
  • 1068 posts
  • Location:Ontario, Canada
  • Server:Blackgate

Posted 18 April 2013 - 01:34 AM

View PostMillimidget, on 18 April 2013 - 01:19 AM, said:

That's a function of how many viable builds exist, and only gets worse as respec costs rise and more players turn away from experimenting with builds to pursuing whatever cookie cutter build the developers have selected to be FotM dominant.

One of the few things I laud A.net for is keeping respec costs low, though I'm finding out in this thread that that's actually a step backwards from GW1.

Though the question I have is, what value is served in forcing players to interact with an NPC? Not that I disagree with it, I just want a clear answer from developers as to why they value that last little barrier. I hope it's a good reason, such as having freely adjustable traits can lead to some character database issues and introduce greater potential for hacking/exploiting/abuse.

I've been having this discussion elsewhere in a F2P game, where the respec cost is getting between the developers' bank account and my ability to scream "shut up and take my money." It really is an antiquated mechanic, especially in most MMOs where your permanent choice of class already exists.
There's an environment where you can freely test trait builds and experiment, this environment also supplies you with free gear to play around with and adjust your stats, it's called Heart of the Mists. So that's not a problem. Though it could be as they start making significant splits between PVE and PVP skills.

The necessity of NPC interaction to re-trait is to limit where and when you can retrait. Alternatively, you could have it built into the UI and limit use on per area basis, but it comes to the same, and the NPC can generally be viewed as adding character and interaction with the world. It is by no means an antiquated mechanic, it's a game design choice. Arena Net didn't want GW2 to be about re-setting up your character every time they need to kill a different type of mob, so they limit where and when you can re-trait.

#15 Ineptitude

Ineptitude

    Pale Tree Seedling

  • New Members
  • 1 posts

Posted 18 April 2013 - 02:33 AM

After reading the above comments, I started wondering why they don't have a setup so that you can change traits all you want in wvw. You still have the consequence of dying with repairs but it would allow people to test builds out before spending money in pve. This would make your build completely different in wvw then pve but Pvp and pve are not the same in the first place soo I don't really see the problem.

#16 zwei2stein

zwei2stein

    Seraph Guardian

  • Members
  • 1013 posts
  • Location:Yurop
  • Guild Tag:[RA]
  • Server:Ring of Fire

Posted 18 April 2013 - 07:58 AM

View PostArewn, on 18 April 2013 - 01:34 AM, said:

It is by no means an antiquated mechanic, it's a game design choice. Arena Net didn't want GW2 to be about re-setting up your character every time they need to kill a different type of mob, so they limit where and when you can re-trait.

There are other ways to address this:

* Respec cooldowns - 10 minutes is enough to deter per-pull respecs.
* Special event respec - for example. Every time you change change map, enter isntance or map travel, Every character defeat or speech to any heart npc.
* Earned by doing something common like completing daily category or group event.
* Bought as consumable with karma. Made with cooking or exist at semi-rare drop from crafting nodes.

---

And if respeccing for every mob is problem, then maybe something is wrong deep within design of game.

Because otherwise, it is just counterproductive pita for people who choose to do it.

#17 Millimidget

Millimidget

    Vanguard Scout

  • Members
  • 499 posts

Posted 18 April 2013 - 02:44 PM

View PostArewn, on 18 April 2013 - 01:34 AM, said:

There's an environment where you can freely test trait builds and experiment, this environment also supplies you with free gear to play around with and adjust your stats, it's called Heart of the Mists. So that's not a problem. Though it could be as they start making significant splits between PVE and PVP skills.
I abandoned HotM as soon as I noticed I couldn't match the stats from my full exotic set; you just aren't given access to the same amount of stat points from gear, or enough control in how those stats are spread across the gear. It seemed like more effort than it was worth to try to calculate exactly which pieces would best represent your PvE gear, and that still wouldn't address the gap in stats between the two sets.

View PostArewn, on 18 April 2013 - 01:34 AM, said:

It is by no means an antiquated mechanic, it's a game design choice.
Associating a high cost with it is an antiquated mechanic. Most MMOs I've played which employ high respec costs have eventually released some sort of dual-spec mechanism (ie the template mechanic the OP asks for). I think it's much more progressive to engage players' desire to easily change their spec, and associate any permanence with the choice of class, unless you're using some sort of classless sandbox skill system.

Visiting one of the trait respec vendors is easy. The currency cost is superfluous and should readily be eliminated, but as long as it isn't increased it isn't enough of an issue to merit complaint. Trait templates are unnecessary when they're not used to enhance class design through some sort of synergy.

View PostArewn, on 18 April 2013 - 01:34 AM, said:

Arena Net didn't want GW2 to be about re-setting up your character every time they need to kill a different type of mob, so they limit where and when you can re-trait.
That's almost as silly a justification as "because it generates a sense of permanence." I don't think most players would use a unlocked trait system in this way. Maybe they'd periodically change traits to satisfy particular encounters, but most players are too lazy to do even that, let alone try to actively play with the trait window open 100% of the time, though I could see unlocked traits being a larger issue in WvW. It's worth noting that I'm not advocating unlocked traits.

View Postzwei2stein, on 18 April 2013 - 07:58 AM, said:

Because otherwise, it is just counterproductive pita for people who choose to do it.
That's how I view it, though I realize that while most players won't go to such absurd lengths in PvE, enough will go to such lengths in PvP. GW2's current system is fine, and is about as good as the genre can generate for this type of class design.

Edited by Millimidget, 18 April 2013 - 02:57 PM.


#18 The_Kaizz

The_Kaizz

    Vanguard Scout

  • Members
  • 186 posts
  • Profession:Guardian
  • Guild Tag:[YUM]
  • Server:Yak’s Bend

Posted 18 April 2013 - 02:51 PM

Yeah, I remember this being brought up long ago, and I don't remember what the devs said about it, whether it was yay or nay. I seriously freakin miss it so much. It should cost a certain amount of SILVER to unlock template slots. There should be at least 1 for each aspect of the game: PvE, SPvP, WvW, and maybe one for Dungeons. Unlocking more could require Gems, be level restricted, be achievement bound, or cost increased GOLD. I really miss seeing so many creative builds on PVX for GW1. There's not a huge range of selection for builds with the way the combat system is and the amount of skills available, but it would still be nice to have.

#19 Xunlai Agent

Xunlai Agent

    Sylvari Specialist

  • Banned
  • 540 posts
  • Server:Desolation

Posted 20 April 2013 - 11:45 AM

The counter-argument that you could then simply change traits on the fly if it were free is complete nonsense, the system could still be locked to visiting retrainers and the only difference being that you wouldn't have to pay them. Retraining attributes became free in Guild Wars 1 after the community pointed out how dumb it was to pay each time, the same applies here. Make it so Arenanet!

#20 Susanoh

Susanoh

    Vanguard Scout

  • Members
  • 166 posts

Posted 20 April 2013 - 12:21 PM

I don't think I'd mind seeing the cost removed from the retrainer, but I'd rather not see traits able to be switched on a whim whenever you're out of combat, as has been proposed in the opening post, because it completely removes what little choice you had to differentiate yourself.   The point is that you choose what to excel in and what not to. If they were to allow retraining of traits every time you're out of combat, then all it would do is make everyone excel at anything any time they want. And since everyone excels at everything at any time between fights, it's no longer excelling, it's average.

If they were going to allow retraining between encounters, I honestly see no reason to keep them to be honest. If people want to be good at everything on a whim, just give everyone access to all traits at max level and save people the trouble of schizophrenically changing their traits every time they want to change a weapon or skill.

#21 Generic UN Here

Generic UN Here

    Asuran Acolyte

  • Members
  • 95 posts
  • Location:Your Dreams
  • Guild Tag:[Grim]

Posted 20 April 2013 - 12:22 PM

I agree that they should bring the template system from gw1 back. However I think that you should not be able to simply change your build on the fly like in dungeons or WvW. I honestly dont think a person should be able to switch characters mid dungeon either to be completely honest as it completely diminishes any feeling of you actually being inside a dungeon in the first place but thats just me and my sentimental side on dungeons.
I don't necessarily think it should cost any certain amount of silver to unlock template slots though, as the entire purpose of templates is so you don't have to remember exactly how you had your build setup and in no way would be a worthwhile goldsink.

#22 Dasviidonja

Dasviidonja

    Vanguard Scout

  • Members
  • 220 posts

Posted 20 April 2013 - 03:00 PM

View PostmadmaxII, on 17 April 2013 - 10:22 PM, said:

I would be really surprised if this wont be a gem shop article at some point. Additional trait pages. Sounds perfect, doesn't it.

I was thinking the same thing. Perfect way to make money and those that have it can spend it on trait templates. Let's see I'd start the bidding at 800gems a template. :{P

View PostGeneric UN Here, on 20 April 2013 - 12:22 PM, said:

I agree that they should bring the template system from gw1 back. However I think that you should not be able to simply change your build on the fly like in dungeons or WvW. I honestly dont think a person should be able to switch characters mid dungeon either to be completely honest as it completely diminishes any feeling of you actually being inside a dungeon in the first place but thats just me and my sentimental side on dungeons.
I don't necessarily think it should cost any certain amount of silver to unlock template slots though, as the entire purpose of templates is so you don't have to remember exactly how you had your build setup and in no way would be a worthwhile goldsink.

Actually RIFT uses this system and it works quite well on the fly. Everybody is happy and they can change their skill sets for up to 3 or 4 templates as I recall. But, GW2 doesn't have a LFG system like RIFT either and so no real random groups that makes it needed to be able to change ones template depending on the random group one gets when sitting in the Dungeon ques.

#23 JulianCasablancas

JulianCasablancas

    Fahrar Cub

  • Members
  • 39 posts
  • Guild Tag:[MARR]
  • Server:Crystal Desert

Posted 20 April 2013 - 08:27 PM

View PostGladiator Motoko, on 17 April 2013 - 07:08 PM, said:

Idk doesn't it remind of you of the fun in old school GW1? It cost experience to respec attribute points. You could troll people and invite them to your group to run a certain build and then kick them so that they were stuck with that bar.

:D

Dude weren't you this badass warrior in GW1?

#24 Darcy

Darcy

    Never Too Old

  • Members
  • 1218 posts
  • Location:Rhode Island
  • Profession:Warrior
  • Guild Tag:[EXS]
  • Server:Fort Aspenwood

Posted 20 April 2013 - 08:56 PM

I miss the template system also.  Being able to change my traits on a character without searching for what I prefer to use for a greatsword as opposed to a staff would be wonderful. The whole idea of the different skills being associated with weapons was to enable you to swap easily, but without the ability to retrait it just doesn't work.

The current system works very well if you only have one or two characters, but I have eight with another one coming soon.  It is very difficult to remember all those trait setups.

I don't even care if I have to visit a trainer to purchase a respec as long as I can use a template to make the change.

#25 Noob On Steroid

Noob On Steroid

    Asuran Acolyte

  • Members
  • 75 posts
  • Server:Aurora Glade

Posted 22 April 2013 - 07:26 AM

A solution to this whole "respec per mob" is rather easy and can actually be copied from GW1: you can only respec in towns/outposts.
In GW2 that translates to the main cities, and probably also the main hub of your server in WvW (the area where you are invulnerable). Insert the possibility to save/load templates and it'll promote diversity, build tweaking, ...

The loss of a gold sink is negligible, since it's fairly cheap already anyway. And I doubt role-players will complain. As far as they're concerned, they can still play with a sense of permanence by simply not changing their traits 24/7.

#26 Geralt Romalion

Geralt Romalion

    Asuran Acolyte

  • Members
  • 89 posts

Posted 22 April 2013 - 09:15 AM

I would really love to see the old build-template system return, if only to promote build diversity and experimentation.
However, I think we will encounter problems, because GW1 and GW2 are different games.
The template system of GW1 worked because GW1 worked with instanced content ( made up 99% of the game ), and you could only change builds in cities.
GW2 pretty much is an open world, so you cannot really limit respeccing to a city.
Besides, re-speccing would usually be done when entering for example a dungeon, and those aren't near major cities, fotm and perhaps CM excluded.

A possible solution would be that in the open world, you can re-spec whenever, and that as soon as you enter combat the ability to re-spec goes on a cooldown ( 10 minutes/30 minutes, whatever sounds reasonable ) possibly resetting when you zone.
To make sure one won't build wars every encounter, the ability to re-spec would be locked in instances.

#27 Gladiator Motoko

Gladiator Motoko

    Fahrar Cub

  • Members
  • 13 posts
  • Location:Guild Wars 1 - Zero Quality [zQ], The Last Captain [LaG], 出rise [USA]
  • Profession:Mesmer

Posted 22 April 2013 - 07:49 PM

View PostJulianCasablancas, on 20 April 2013 - 08:27 PM, said:

Dude weren't you this badass warrior in GW1?
;)

The underlying problem to any discussion about the trait system and going back to the GW1 attribute system is ANet's failed vision of enabling every character (attempting to do so poorly) to be able to do most anything by theirselves or fulfill any role.

Look at GW1 monks. Sure you could have them go smite - But could you rely on them for direct damage? Was it a jack of all trades idea? Monks are the healing class. At best you can tweak them into support healing classes with the smiting line. The attribute system in GW1 would allow you to build around healing bars on monks with secondary attributes that can be used as utility but nothing too crazy or strong to actually be considered a build. The attributes were that - they were a necessity to your build - But they were not your build. Attributes didn't directly affect your armor or health or damage directly. Attributes allowed you to use weapons of certain requirements and allowed you to adjust how powerful you wanted your skills to be in correlation with other skills. And now look - You have traits that are a necessity and essentially your build - Mesmers with illusions and illusions that appear when you roll, illusions that cause random conditions, and illusions that have more health.

I mean you take a second and sit back and just look at a raw domination mesmer from gw1 and a mesmer from gw2.

The only conclusion I can come to is - What the hell were they thinking?

#28 Daesu

Daesu

    Seraph Guardian

  • Members
  • 1344 posts
  • Guild Tag:[NPO]
  • Server:Fort Aspenwood

Posted 22 April 2013 - 07:55 PM

I completely support this.  Currently, I hardly ever re-trait once I find a working PvE build even though I have been curious about other builds for a long time and I am quite bored with my old build.  Even when I was trying WvW, I used my PvE traits to save gold.

This probably impacts my level of fun in WvW, but heck, the current system discourages build experimentations anyway.

Edited by Daesu, 22 April 2013 - 07:59 PM.


#29 Bloggi

Bloggi

    Savant

  • Members
  • 857 posts
  • Location:Coastal
  • Profession:Elementalist
  • Guild Tag:[CRAP]
  • Server:Tarnished Coast

Posted 23 April 2013 - 08:26 AM

Trait templates are a good idea...essentially, what I'd like to see is a feature that allows you to click on a drop down menu in the trait line page that allows a change in traits within the same trait point setup. There are times where I would change a weapon loadout while on the move, and wish to change traits to match that weapon set. Having a two-click system would definitely be more convenient. An even more expansive system would be a two-click system to instantly change weapons, traits and even utility skills out of combat.

In PvE of course it's a non issue...I take all the time I want to change weapon sets and traits while out of combat, before going into the next encounter. Not so for something like WvW where you want to be on the move while making such changes, paying attention to the action on the screen, minimap, and still hoping to have a free hand to use the chat feature. As we know in WvW, a moment of inattentiveness can mean being eaten alive.

As for having to pay a respec fee to change trait point allocations, I'm neither for nor against that idea. The cost to respec is minor and needing to visit a specific NPC for it is a minor inconvenience. I've never known for anyone in a dungeon group to complain while its members spend a few minutes to respec.

#30 Cube

Cube

    Sylvari Specialist

  • Members
  • 561 posts
  • Location:A Web of Lies
  • Profession:Mesmer
  • Server:Ring of Fire

Posted 23 April 2013 - 10:09 AM

View PostXunlai Agent, on 20 April 2013 - 11:45 AM, said:

The counter-argument that you could then simply change traits on the fly if it were free is complete nonsense, the system could still be locked to visiting retrainers and the only difference being that you wouldn't have to pay them. Retraining attributes became free in Guild Wars 1 after the community pointed out how dumb it was to pay each time, the same applies here. Make it so Arenanet!

If they made it free in GW1 because of the community letting them know(I didn't play back at that time, interesting fact), why are they so silly to make you pay again in GW2? Why haven't they listened and learned is what I'm really wondering right now?

someone is making stupid decisions ^^

Edited by Cube, 23 April 2013 - 10:09 AM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users