Well sort of, but could mean all the difference depending on the major and minor traits those 10/5 unlock.
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17-03-2012, 00:03 #31
17-03-2012, 03:55 #32
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If by "all the difference" you mean a 0.5% effectiveness difference, I agree.
5 points or have a wrong major won't make you fully ineffective. Some of these minors even sound pretty cool, but I doubt they actually make that much of a difference overall except for a "everything helps" kind of way.
17-03-2012, 05:19 #33
Well I meant depending on the tree you put them in, it could be a minor that supports your play style making you over all better. I agree with what you said though.
21-03-2012, 14:26 #34
Both playstyles are valid and personal. Both are catered to.
Personally I'm quite stupid and don't watch my health meter all the time. I will be taking the -25% triggers.
In pvp I could see certain builds rising, but in pve not so much. Maybe every class will have 1 or 2 traits that are considered "must haves" but even then, you will not be forced into the upper tiers, even when those two traits are 25 minors.
24-03-2012, 03:04 #35
I doubt that, Alaris. Rangers have a minor trait that makes all their arrows pierce their targets. That's kinda a big deal. There are minors that leave caltrops behind when you dodge, or that generate an effect whenever an ele attunes to an element...I really think that both majors and minors will have noticeable impacts on how you play. I hope that certain traits and lines won't vastly outclass other lines, but we all know balance isn't going to be perfect on release, right?