Yeah, don’t see why they couldn’t start it off at 15 when you would normally get your first 5 trait points.

One days developers will realize that if you remove points from one every level, to one every six, then the fix is elsewhere: grow some balls and remove the six levels entirely, instead of the points themselves.

It’s not the number of TRAITS POINTS to be the issue, it’s the number of levels that give basically nothing. The more they remove stuff that changes from level to level, the more they show the system is really empty.

So now when you level up you don’t even get that one point, why then? Grow some balls and say: we are reducing maximum levels from 80 to 50: but now when you level up you actually can feel a difference.

But nope. Better fiddle with completely irrelevant and pointless changes.

Good point.

That’s my thought as well.

I think this could be done during development, but once the game is out in the wild it’s too risky. Too many game systems are tied into character levels. I can’t imagine the amount of work it would take to rejigger the entire game world for a max level of 50 vs 80. Items, creatures, xp rewards, almost everything ties back into a characters level. Plus then you have the player base to deal with. I think mixing up the trait point system is much much easier to swallow than having 30 levels cut off your character.

No argument on the filler levels thing. The original 20 would have been more than enough to capture all the character growth.

So what do I get when I level from 1 to 29 now? Automatic stat changes in the form of more hit points and attribute points?

Skill points?

Yep, you’ll still have customization options through skill points. I may be the outlier, but I really didn’t care much about traits while leveling. I never felt they made as much of an impact to my character as spending a few skill points, or even WoW’s talent system (old or new).

I love Guild Wars 2, but the leveling curve is definitely borked. You start out with too few skills, and it takes too long to get enough to make things interesting (1-20?), then you enter an all-too-brief golden age where you have enough options to make combat interesting and you’re still getting cool new stuff (20-40?), but then you move past that and have nothing but the odd trait point to look forward to. (40-80).

Apart from skill points, your level still determines the gear you can carry. The minimum level for different types of gear are staggered such that even if you don’t get a trait point, you might still be eligible for a damage and/or armor boost when you level.

Guild Wars 2 in on sale for 50% from the 4th through the 13th.

Also, the Spring Feature Pack is bringing HUGE changes.

https://www.guildwars2.com/en/the-game/releases/feature-packs/

Megaservers!
Account-wide dyes and skins for your wardrobe!
No more armor repair costs!
Trait respecs are free and can happen anywhere - no trainers needed!
PVP reward tracks!

Wait, does a new penalty replace armour repair? Or is there no death penalty now?

You still have to go get armor repaired. It just doesn’t cost anything other than your time.

The devs say that the time penalty is good enough.

Since I pretty much only play wvwvw these days, there isn’t even a time penalty!

Mega server stuff seems very cool.

I wonder how guilds upgrades will be dealt with. Currently they’re separated for each server.

This is some really impressive work on this game. I’m glad to see they’re focusing on systems and balance improvements, as that was something of a neglected area compared to short term content.

On the other hand, looking at the new grandmaster traits:
"Ranger: Read the Wind

Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range."

That shouldn’t be a trait. That should just be a change they make across the board, because it’s way to easy to shuffle out of the way of incoming projectiles. Basically, you can spend a trait to work around a design error…how about just fixing the error…

This Mega Server thing is basically the exact implementation of the stuff I ranted about at GW2 release (PvP needs home servers, PvE does not. They structured the game in a broken reverse way: PvP is instanced, PvE is not).

I’m glad they eventually figured it out.

Though we are moving to our new megaserver model in PvE, it’s extremely important to us that we maintain the level of identity and competition in WvW that we’ve established since the release of Guild Wars 2.

February 2012: http://www.quartertothree.com/game-talk/showthread.php?54030-Guild-Wars-2&p=3062146#post3062146

Arenanet:

It means that maps will have more players adventuring in them to provide you with the best possible PvE experience.

Me in 2012 (and 2004) http://www.quartertothree.com/game-talk/showthread.php?54030-Guild-Wars-2&p=3063350&viewfull=1#post3063350 :

The solution I suggested was thought to fix both player density in PvP, and PvE feeling always “alive” with other players. Design goals are the same.

And I just now noticed, basically the patch goes live during the 10 years birthday of my QT3 forum post: http://www.quartertothree.com/game-talk/showthread.php?15346-Preventing-the-server-to-crash-and-burn-at-release