Quote Originally Posted by Kabooa View Post
With a robust enough sub-stat rework, I'd be pretty okay with relegating "Role specific" attributes folding into the base three.

While "X Shield is active" effects can be tricky, because then it brings about nesting concerns. What shields get hit first, should shields apply by priority or by order of application?
I imagine we'd just go with weighted treatment: additional effects while active > on-consumption effects (so, avoid stacking them, rather than always stack them) > rest by duration.

Perhaps Determination increasing duration of effects, Critical increasing Potency of Effects, and Haste being Cooldown Reduction?
Personally, I prefer more or less general uses, but with the way a tank would use that affect inherently being fit to what they do. For instance, allow for "critical" mitigation. The actual mitigation bonus may be small, if even present, but it could have crit procs, just as many dps skills could. Determination would always be about using a hidden resource to meet a particular threshold (and granting pure bonus potency only when that hidden resource remains maxed/untapped). Speed will always be about... Attack Speed, with MP (which I'd like to make a thing again for those who currently just leave it as a useless blue bar graphic or generally a non-mechanic) ticks ticking per GCD.

Just as a point of comparison, Determination increasing durations acts exactly as a balanced form of Speed would, but without offering any control over gameplay pace. Critical increasing potency would play exactly as Determination does, ignoring any potential for gameplay adjustments except where it precisely makes or breaks a breakpoint (which then would largely overlap with your Determination, at -say- X additional gauge per Blood Weapon). Haste being solely a cooldown reduction doubles down on the balancing issues of Speed without, again, offering as much player-chosen gameplay variation. I'd want to double down instead on player choice, possibly even having players choose which, or what combination, of the two secondary stats present by default on their gear they want to use. That requires balance, but also some gameplay variation consequent to their decisions, and perhaps even some auto-adjustment (e.g. as a player I say I want to prioritize X GCD speed, Y Crit chance (and/or effect), and then dump the rest into Z, and my secondary stats will be chosen accordingly, similar to setting weights and minimums on ffxiv.ariyala).