Orion:
These are some interesting ideas.
For Red (DPS) trait tree:
1H and Shield is, for me, absolutely iconic.
However, as there are many 2H LIs already in use, can the team greatly increase the shield DPS for the combination of shield & 1H to be roughly on par with a 2H?
Or increase physical mastery / finesse (on the shield) so that the actual damage calculated by the monster is the same, but a slightly different play style than the 2H? (e.g. Only shields need rework or some passive traits when employing the shield, rather than trawling through the whole loot table to change 1H and causing collateral damage to other class 1H damage)
While streamlining the flow of combat keystrokes has some virtues, it may reduce some of the immersion.
Most combat is handled similar to a table top game where the player rolls to hit and then, if lucky, for damage.
Then the monster rolls to hit and then for damage.
Only dice rolls. Ho humm. Very boring.
Presently, the guardian actually "feels" as if it is in combat.
Monster hits the player character.
But it is a parry! Ok that opens up different responses.
Or the attack was blocked by the shield. A second line of responses.
Does the player character start the battle with a shield attack and then the 1H? (Choices! and they matter!)
This feels more like an actual battle than just push a couple of generic buttons and done!
Context: Landscape, PvE, low to mid levels.
How this works in mounted combat, instances, higher tiers and PvMP is firmly up to the Orion and the dev team.
Regards
Aurora7
Refugee Status: Veteran (Windfola, Bombadil, Ithil, Anor, and Coming SoonTM - Treebeard)