Quote Originally Posted by Shurrikhan View Post
That's fair. My $.02:.
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? We got to see some of the concerns with TBN's implementation, when I believe it was either lower priority or shields were removed in LIFO order.

If we fold role specific bonuses into the 3 universal substats of haste, critical, and determination, I agree that putting some valuable auxiliary effects works best. I do think assigning retributive bonuses to Critical would just serve to drive everyone to that stat anyways.

Perhaps Determination increasing duration of effects, Critical increasing Potency of Effects, and Haste being Cooldown Reduction?

For example, if we implemented that critical rework you post every now and then, and using Inner Release as an example.

Inner Release granting +100% critical chance and 100% resource reduction for 10 seconds at 90 second recast.
Haste reduces its Cooldown
Determination increases its duration
Critical would (I guess triple dip) and increase the Critical Chance and Resource Reduction bonuses.

Likewise, current Blood Weapon, Critical would increase blood and MP generation.

Adding a secondary tuning lever to each substat. The "potency increase" might scale from 0-20% over an expansion while Duration and CDR might scale 0-30%.