In 2019 before the pandemic I took a class on game design for a work related project. I happened to look over my notes from one seminar I listened to about choices and it really reminded me of the choices (or lack thereof) in GW2 trait system... 1/x
"Choices nobody takes adds no value to the system but still adds complexity. This is bad."

This is every trait that nobody ever takes. Some would argue that it isnt fair, some traits are meant for pve some for pvp etc. If we only have one realistic choice per game mode then...
"The option everybody takes isn& #39;t interesting either." If 100% of pve warriors us a particular trait, especially a grandmaster, that isn& #39;t interesting. Whats the point of giving a trait system with the illusion of choice? Wouldn& #39;t we be better with no traits at all?
No traits at all is superior insofar as we get the same amount of actual choices as the actual trait system (zero) AND we don& #39;t have to spend any of our game complexity on a system that is essentially meaningless. That said...
I don& #39;t actually want to play the game without traits. What I want is interesting traits, especially at Grandmaster. I don& #39;t want GM traits that are designed for one game mode. I want GM traits that enable new playstyles and totally alter how a class "feels" to play.
Decapitate after revamp is a great skill for Berserker. The no-cooldown if you hit functionality created basically a whole new playstyle. WHY THE HECK WASNT THAT A GM TRAIT FOR BERSERKER THAT APPLIED TO ALL BERSERKER BURST SKILL?????
Anet can design traits like this, and I totally expect the EoD specs will have "transformative" traits that are built to enable playstyles rather than just be % damage buff for pve, and some sustain stuff for pvp/wvw.
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