this post was submitted on 20 Jul 2023
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Guild Wars 2

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[–] [email protected] 9 points 1 year ago (1 children)

I don't see why we need runes at all in the new system. Just put the stats on the usual armor pieces and we are good to go. Everyone will use the same astheir armor anyway.

[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (1 children)

Or imagine gear just had attribute points (item budget) which you could spend on stats as you like. Obviously this would invalidate stat sets (pseudo content) entirely and stat swapping on legendary gear, too. But why not let the majority of players enjoy the build craft meta game instead of just a tiny fraction which has full legendary gear, runes and sigils?

I mean with a large enough set of (Viper, Celestial, Marauder, Berrserker/Assassin) account bound armor, weapons and trinkets (maybe a few legendary ones) you can mix and match the optimal stat set for pretty much any open world build anyway. But it is very tedious and no fun.

[–] [email protected] 2 points 1 year ago (1 children)

This would definitely be a drastic change, that would invalidate alot of things. I would rather see this as a concept for a potential gw3 .

[–] [email protected] 4 points 1 year ago (1 children)

... or Guild Wars Reloaded, since GW1 already had that system.

[–] [email protected] 2 points 1 year ago (1 children)

The GW1 system was still very different from what you described. You could spend points on skill groups, rather than increasing raw damage or crit chance.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago) (1 children)

GW1 had way fewer attributes to spend points on, but if you did, you would increase the damage and crit chance of certain weapons or the power (damage, healing, duration, ...) of certain abilities. What I was mainly referring to (and what I would like in GW2, too) was the principle of freely spending a budget (with increasing cost) on attributes which improve certain offensive or defensive abilities. Anytime you want outside of combat.

GW1 also has/had Runes and Insignias which require(d) (perfect) salavage kits to move around and hence are/were less flexible. But this has/had less impact on your build than the distribution of attribute points.

Originally GW2's trait system also had stat increases baked in, but this was later removed and more attributes (precision, ferocity, concentration, expertise) have been added.

So why not replace Stat Sets, Runes and Sigils as they are now with freely distributable attribute points and let Relics and whatever the successor of Sigils will be have unique (not stat-related) effects?

[–] [email protected] 1 points 1 year ago

I get your point, but this would be a to drastic change for a core mechanic, that is tied to so many other things. How do other stat bonuses affect this? How are base values designed? Are there different scalings for the different classes? What is the use of legendaries if stats are freely selectable?Gw2 is a pretty old game and I'd rather not change the way stats work as a base concept.

A different game (like a successor) could definitely try different concepts, like you mentioned. Just like gw2 is different from gw1.

Another thing I like about the current stat system is the simplicity (even though it is complicated by runes). The fixed stat combinations totally remove that part from the theorycrafting and make gearing much easier. Get Berserkers gear and you can play almost every power build. Get Vipers and you play condi. No need to get that specific item from this one boss, that is only used by reapers.

Your system reduces the need to grind gear (can be good), but increases complexity to find optimal stat combinations.

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (1 children)

Not sure how I feel about this. Another system coming to the game (did anybody ask for this?) and it does not seem like ArenaNet has fully thought it through one month before it goes live.

I was hoping for a change that makes gearing for different/multiple builds more accessible.

[–] [email protected] 5 points 1 year ago

Well, to be honest, I believe runes are quite bloated currently, there are several that are basically useless and sometimes you can't choose the best stats because the set bonus can be more important depending on the build, so a rework was needed in my opinion.

BUT I agree they didn't think it properly, tho I believe we have to see the actual implementation before we can make a final judgment.

I'm currently on a wait and see approach.

[–] [email protected] 5 points 1 year ago

I sure hope "legendary relics" means one relic to rule them all... It better not mean "one of many legendart relics". We don't need legendary equipment to be an overpowered version of something else... That's not the point of legendaries and goes against the casual equipment grind GW2 is selling. I hope Anet remembers that.

[–] [email protected] 4 points 1 year ago

When the expansion launches, each character of level 60 or above will receive a relic chest to get you started in the new system with a choice of three core relics (exact number subject to change). Additional core relics will not be account bound and can be crafted and shared between players

I appreciate they listened and are now giving one box per char instead of one per account.

As for legendaries, I'll wait for the full list of requirements and what kind of progress is unlocked before we can say it's "significant", tho their solution looks reasonable to me.

[–] Reiea 4 points 1 year ago

I kinda wish they'd just get rid of the runes and only have the relic.

[–] [email protected] 4 points 1 year ago (3 children)

Legendary relics will be introduced to Guild Wars 2: Secrets of the Obscure during one of the quarterly releases in 2024. These prestigious relics will offer the convenience of freely swapping between the various relic effects. Players who have already crafted legendary runes will be compensated with significant progress toward unlocking legendary relics. In fact, each of the seven legendary runes you create will unlock further progress toward these relics. We’ll be able to share more details when we are closer to the launch of legendary relics next year.

I'm concerned that I will require more than one legendary relic. Hopefully they just suck at phrasing.

[–] [email protected] 4 points 1 year ago

I think it's just bad wording, they've been calling it relics all the time because they initially didn't account for a legendary one, but I very seriously doubt there will be more than one legendary.

[–] [email protected] 2 points 1 year ago

maybe there will simply be multiple different cosmetic relics?

[–] [email protected] 2 points 1 year ago

I'm reading the plural as saying that legendary relics will be part of the game the same way Prismatic Champion Amulets are. One item you can unlock as a player, but there are a lot of players that are each going to have one legendary relic. Hence, there are going to be "legendary relics" in the game.

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