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Right now we have 2 separate systems pushed together that have not been fully refined into one. The trait cap in and of itself is not the problem, it's the symptom.
What i would like to see instead, is a communication professional from the studio communicate how they will work towards refining these systems so that this is no longer an issue instead of putting in a limbo where posts like yours are a manifestation of weaknesses in a variety of areas that led us here.
We all know there is something not right, though not all agree how to fix it.
Focusing on heavy armour & high damage reduction is like focusing on melee.
You can try, but that's not the goal of the game and it definitely won't work in higher difficulties.
(Also there's currently "maybe" a bug with damage reduction...)
A player who focuses on dodging will surely not upgrade vigor and therefore has more points for other traits.
It doesn't matter what kind of argument players are bringing forth, devs will not remove the trait cap.
They're willing to increase it, and change how traits work, but they won't remove it and I think that's a good thing.
Damn finally someone who doesn't cry about "the story is lame and doesn't make sense"
I like it :D
A level 10 trait that gives 3% health leech isn't going to break any build that it is added to. If it was something like 50% health leech, then the excuse that they needed a cap might have held more water.
Additionally, when you have near useless traits like "increasing ladder vaulting speed," which no one lick of sense and working grey matter should ever consider taking over something like "faster mod generation" it destroys the claims of "wanting build variety".
If they wanted the cap argument to work, then they should have had much stronger traits.
If they wanted the variety argument to work, then they should have broken offense, defense, and utility skills out into 3 different trees, and each tree should have had its own individual cap. No reasonable person would ever take the ladder-speed trait over a combat skill, but they might take it over some other utility skill.
The story and lore in the worlds themselves is interested. The Fae world was interesting. The H.R. Giger World was interesting. The Ward and Labyrinth were boring AF.
The legitimate argument is that they made their game and decided a trait cap contribute to balance as well as differentiating builds.
[SUGGESTION] - Trait system improvements
Since the developers already said that they won't remove the cap, but in the latest statement they also mentioned that they want to address the "issues with the trait system", it means that they agree that 60 cap is too small, even though they will not uncap it.
Here are some suggested methods to improve it:
1) - Just raise the cap. There are 30 odd traits in the game at the moment, and you have 25 freebies (20 from archetypes and 5 from being alive), that leaves 60 points to put in other traits, which means you can max at most 6 traits (apart from the 2 AT traits). You could just raise this to like 120, so that you can more or less have at least half of them.
This is the laziest way to improve it.
2) - Make it such that you ALWAYS keep the traits from archetypes, with their current level. This means ditching the current system where you can only select an AT trait after you bring it to level 10, and it means that the AT traits are ALWAYS active (so you can have the medic trait, the summoner trait, the engineer trait, the gunslinger trait, etc. all active) and don't count towards the trait cap.
To balance it out, I'd say you would also need to put trait points into the AT traits (maybe not the 2 active ATs), which means this needs a system change where you can keep getting trait points past 60, but you can only allocate 60 in non AT traits.
This is IMO one of the better ways to improve it, while also being the easiest implementation.
3) - Make the cap not on trait points, but on traits themselves, and make trait categories, like "mobility", "functionality" and "combat", and make it so that you can have X number of traits per category, so you'd have 2 for mobility, 3 for functionality and 4 for combat.
I think this would be the hardest to implement, while also the hardest to balance properly.
4) - Again drop the trait point cap, and replace it with a trait number cap. Let the trait points go up infinitely, and allow the player to put points in all traits to be able to max them. But the player has X amount of traits that he can select, and only the selected traits take effect.
This is IMO the best way to balance it. You essentially get the hot-swap capability that archetypes have, while also capping the number of traits a player can have (but more than 6, make it at least 10 + the 2 AT traits) AND satisfy the people who just want to put points into everything. This would also mean that you can change your active traits on the fly.
5) - Again, no trait point cap, but trait number cap. Keep it at just 6 traits, but be able to overcharge traits with extra points (up to like lvl 20) for diminished results (but results nonetheless).
This is another pretty easy implementation, and allows for stronger traits, to justify being able to only have 6.
6) - Be able to max out all traits (in a weaker version of them), but be able to add 10 more points to 6-8 of them, with the extra 10 points giving you a bigger boost than the first 10 points (for example, bark skin lv 10 - 8% dmg reduction, lv 20 - 20% dmg reduction; triage lv 10 - 25% healing effectiveness, lv 20 - 60%; untouchable lv 10 - 15% evade window, lv20 - 35%; vigor lv 10 - 15 hp, lv20 - 35 hp; etc.).
Also the archetype traits should be maxed at 20 points.
I beat apocolypse with my brother and did almost zero dodging.
Anyway, OP is right. The traits are still geared as level up bonuses which work great with R1's system, but not great with R2s. Make stuff like vigor, endurance, passively built in and give meaningful build traits. Like stamina regen on melee or increased magazine size for all weapons. These ideas as traits would give the player much more flexibility in where to put their points rather then the current system.
There's still a little bit of flexibility, and I imagine DLC's will improve that. But as it is currently, it's a rigid system fundamentally.
Definitely ( thanks).
My bad.
There is not a rational or logical defense for why a cap should exist in the game in its current state, beyond their desire to sell you trait cap increases in future DLC.
Give us more meaningfull traits like ranged/melee/mod/skill damage, weakspot damage, crit damage/chance, mod/skill duration etc...
Then players will really have to make choices
But if I remember correctly, they removed such traits because they wanted rings to be more important.
So I doubt we'll see them return.
https://www.reddit.com/r/remnantgame/comments/15bidx8/traits_economy_more/
As it stands now, no matter what archetypes I play I usually end up using the same traits because they're the most generically applicable to any situation. There isn't a reason not to.