Relics Bring New Equipment to Guild Wars 2: Secrets of the Obscure – GuildWars2.com
Relics Bring New Equipment to Guild Wars 2: Secrets of the Obscure – GuildWars2.com
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.
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.
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.
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.
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 Reilics and whatever the successor of Sigils will be have unique (not stat-related) effects?
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.