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(sorry to those who expected the actual release).
Seems like major rebalancing concerning traits. Hope this would mean allowing to stack low-value positives while having minimal negatives, but the weight applied to them makes me... sceptical. Anything "good" we've had usually ended up being nerfed and we
still haven't got any random encounters with positive yields other than labs who got
heavily nerfed. Makes me think that the positives will have humongous weighting to them to force taking an unfair amount of negatives who, if they didn't get adjusted, most likely will still be way too heavy for their own good.
Unironically,
if we are allowed to do it, the most likely reliable strategy will be to just
not take anything, positive or negative, at all. Being neutral seems the best outcome if the positives are too costy, which most would expect them to be.
Also, the new debuffs just enworsen the single worst balance issue both games had since the beginning; you
never want to have long fights and privileging stats that
allows you to tank longer in fights has always been pointless and actively
hurts you instead of helping you. Now, with encouraging heavier investment into defensive stats, you either:
A - Go the usual route and focus on glasscanon stats, but you get busted as soon as you encounter one of the debuff that actively worsens this strat
B - Spec more into defenses, which allows you to withstand the debuffs more properly, but makes the rest of the game harder because the basic principle of the game that "longer fights = harder and shorter ensuing fights" never ever made sense from a balancing view point.
In both scenarios you are disadventaged even though, in both cases, you are trying to play the game the "expected" way. This is somehow even worse because the alchemist strat, which was pretty much the only way to get reliable defenses without making fights take much longer, has been nerfed so much while nothing else got buffed in compensation. Really wish the game was balanced in a way that it actually has a viable gameplay loop that sees success without relying on just stat-checking everything by usage of points, who you are actively encouraged to cheat in at this point.