My personal ideas for traits

I was bored and made this.

Melee
Heroic Intervention
Make it so when somebody is down and they’re near you (15 metres perhaps?), they’ll have an invulnerability phase for between 2 to 4 seconds. And while you’re reviving him/her, you can’t be interrupted, not even by a pushing armorat.
Off Balance
This should also work for push, perhaps even for ‘shield attacks’? This perk is rather useless because everyone in V2 fights offensively, hard to find somebody fight defensively, let alone be commended for it, poor taffer.
Opportunist
20% for non-attacking enemies, 50% for attacking enemies. Perhaps the 20% is already a lot, so for non-attacking enemies that are also moving?
Parry
I like it, but yet again we come to the “Offense is better than Defense” trope.
Here’s my idea, make it so when you get hit while this is in effect, it boosts time by about 0.2. This way, if you’re getting overwhelmed, let’s say 6 Armorats and they’re all about to do an overhead, the 6th one MIGHT get you but at least the 4th won’t because you timed it well.
Resourceful Combatant
I think there should be a minor increase by default, I noticed some classes (like Krubber Mercenary) get cooldown red. by just swinging on more than 5 enemies. If it’s a 0.5 per second reduction, make it 0.7, 0.75 or even a whopping 1.0 with this trait.

I don’t use Ranged much so I can’t really give good ideas for it.

For Necklace traits, my only kink is that the Hand of Shallya has no good synergy with the “heal others when you heal” perks. If you’re gonna use that class perk, Healers Touch is better.

My ideas on these are crazy, I suppose, but it’s well-known that some melee and ranged traits are just not worth it or very situational.

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This is from an older post (still getting updated, so that’s nice):

Cooldowns

Each career has a timer on their career ability. They also have different numbers for how many seconds of cooldown are gained from hitting enemies or taking damage.

Career Cooldown time (seconds) Seconds per hit Seconds per damage
Mercenary 90 0.5 0.5
Huntsman 90 0.3 0.4
Foot Knight 30 0.25 0.5
Ranger Veteran 120 0.3 0.3
Ironbreaker 120 0.25 0.5
Slayer 40 0.5 0.1
Waystalker 80 0.35 0.3
Handmaiden 20 0.25 0.5
Shade 60 0.5 0.2
Witch Hunter Captain 90 0.5 0.2
Bounty Hunter 70 0.25 0.3
Zealot 60 0.5 0.2
Battle Wizard 40 0.25 0.5
Pyromancer 60 0.25 0.3
Unchained 120 0.25 0.5

That’s the explanation for what you noticed. I highly recommend reading the full reddit post.
I messaged the original poster on reddit if he could copy that into the Guides category, maybe we will get this onto here.

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Some interesting ideas. The Heroic Intervention one would make it hella useful. Off balance has the downside that you mentioned in addition to being useless when combined with a number of other characters(like WHC) because it won’t stack with some of their effects. Makes it a pretty bad trait. Opportunist would need to be tuned well enough to hopefully give enough weapons “stagger breakpoints” on some stuff so it’s worth more.

I think your idea for parry is that it extends the parry time if you successfully block. That’d be nice specifically for when enemies hit you with a barrage of hits(like 10 lunges within a 1-2 second window). Another neat idea could be that a successful parry staggers the attacker(minus bosses). Gives the player a bit of breathing room and would synergize with the new stagger changes.

Resourceful combatant gets outclassed by SS because it doesn’t generate any more than SS. It’s also a percentage bonus instead of a flat number. This means for careers like Unchained with massive 120 second cooldowns it’s decent, but for careers like Handmaiden/Footknight it’s terrible. However, if you have flat instead of percentage, you run into the problem in reverse.


For ranged you have:

  • Barrage - Consecutive attacks against the same targets boosts attack power by 5.0% for 5.0 seconds. (up to 5 stacks)

  • Conservative Shooter - Headshots replenish 1.0 ammo

  • Inspirational Shot - Headshots restore stamina to nearby allies.

  • Hunter - Critical hits increase attack power by 25% against targets with the same armor class for a short time.

  • Resourceful Sharpshooter - Ranged critical hits reduce the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.

  • Scrounger - Critical hits restore 5% of maximum ammunition. Can trigger once per attack.

  • Heat Sink - Critical hits refund the overcharge cost of the attack.

  • Thermal Equalizer - Weapon generates 20.0% less overheat.

See a problem here? 2 of the 8 talents are for heat weapons. So for the remaining 6, half of those are critical strike based. Of those remaining three non-crit traits, Inspirational Shot never sees the light of day. That leaves weapons like the handgun, longbow, crossbow, grudgeraker, etc.(low ammo counts and low crit chance) with only two traits and so only the options of Barrage or Conservative Shooter. However, you’re probably not going to use barrage for weapons like those anyways, so you really have a single choice: Conservative Shooter.

The problem with ranged traits is there is no choice for a lot of the weapons. Weapons like the swift bow have a lot of ammo and speed so you can build crit and fish for that, but most weapons can’t do that.

  • Barrage works well for the faster or high ammo weapons, so it’s great.

  • Conservative Shooter gives ammo back for placing head shots. Another great trait.

  • Who plays around being a stamina battery for team mates by using Inspirational Shot? The name of the game is pretty much killing and some utility. Inspirational Shot just doesn’t work well in this game from a design standpoint. Anyone is free to prove me wrong on that one.

  • Hunter is an interesting concept but it’s crit based. Why use something that requires fishing for crits when you can have the reliability of barrage? If you could guarantee a crit like Bounty Hunter, then sure. Doing something similar but making it not crit based would be ideal. And also to make it work on the first shot you make, rather than needing to shoot once with an unbuffed hit before gaining that bonus.

  • Resourceful Sharpshooter requires fishing for crits and has a cooldown of 4 seconds for a 5% CDR on your active. Oof.

  • Scrounger works well for a number of careers and weapons, so it’s a decent talent and should stick around.

  • Ever since the changes to Heat Sink, I haven’t used it and can’t give much of an opinion on it. I don’t care for it though.

  • Thermal Equalizer is simple and helpful.

Inspirational Shot…

If I’m meant to be INSPIRED by your good aim, the effect should be +1% crit to all surrounding teammates for 10 seconds, stacks and renews duration for every consecutive headshot, stacks up to 5 for 5% crit bonus to the whole team, continued headshots afterwards will just keep renewing the duration of the buff.

I HATE when games implement USELESS game mechanics/items. Such a waste of coding space. Headshots gives a boost to stamina regen? Who’s the moron who thought this was a good idea?

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The game is full of properties, traits and talents such as these. Really makes you wonder who comes up with them since they are so disconnected from how the game works.

I did test it once, a long time ago. Iirc, my conclusion was that it was strong enough, but useful mostly in the situations it wasn’t needed in and needed too much team build coordination to be of use. Nowadays, with the game having more focus on pushing and teamwork, it could be worth it to try it again.

A lot of the problems ares still the same, though. Inspirational Shot needs a ranged weapon that’s both good at dealing headshots, including (and especially) to hordes, and has enough of both ammo and attack speed to get those in when they’re needed. So in practice: Swift Bow, Beam Staff, both Volley Crossbows, maybe Crossbow and Bolt staff. It also still needs significant amount of coordination in the team’s builds - one player to use the Talent and at least one other (hopefully more) to utilize it. This limit’s everyone’s effective choices quite significantly.

Moreover, some of the Careers that could benefit from the extra Stamina are (or at least can be) already pretty much self-sufficient with it. A Foot Knight can push infinitely, Ironbreaker has additional help and Handmaiden still has her faster Stamina recovery (and helps her friends, too). So that limits the usefulness even more - the setups that I’d see significantly benefiting from this team setup would be Spear Kruber and Billhook Victor. A very limited selection. It could be worth testing, but I don’t think that many groups, even coordinated ones, have the willingness to use the setup for any more than for test purposes. My group certainly switches around setups and Careers way too much to ever get effective with this. Especially as, in addition to the other limitations, the Stamina provider isn’t focusing on taking down Specials (which is very often a primary role for ranged specialists), thus needing another member to help with that; and if it’s taken full advantage of, the team doesn’t have a good frontliner (as both spear and Billhook are best used as midliner weapons).

So yeah, a lot of design problems, even if the Trait could lead to a pretty effective setup. I feel it has potential, but can’t think of an immediate way to tap it. Which is pretty sad, as I’d like to see more Traits rely on headshots (also in melee) or other methods of proccing besides Crits.

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