At the time I bought into the way this system seemed to be working, but it did always strike me as somewhat clunky. Perception would obviously be a well sought after attribute - criticals are vital in Guild Wars (and other games, just look at Aion and their characters slotting nothing but Crit Chance modifiers on their armour). Intelligence and Willpower were obviously the more caster-based attributes, but Willpower always came over as the weaker of the two (any decent Guild Wars player knows that having effective energy management is better than having a larger energy pool). What really bugged me was the separation of Strength, Intelligence and Agility. This made an arbitrary distinction between Melee and Ranged damage - it complicated things past the pure idea of what the attribute should be about - "Damage".
Izzy Cartwright recognised this problem in his latest post at the ANet blog:
You could make a warrior carrying a sword and bow in your two weapon slots, which was not uncommon for players to want. Unfortunately, if you split your attribute points between strength and agility, you were less effective overall than someone who carried two melee or ranged weapons and specialized appropriately... The other problem we found was that this system limited experimentation and discovery. We want players to have fun trying out new weapons. If a player with a warrior locates a rifle, we want them to enjoy testing out its different skills and possibly working it into their active weapon set. We discovered this experimentation isn’t nearly as much fun if you didn’t spend your attributes properly to take advantage of this new weapon.I know that when the game hits the ground I am going to want to run a character who uses both a ranged and a melee weapon (I'm hoping for dual pistols/sword and offhand) and I would much rather be able to do decent damage with both rather than having to heavily spec into one and then be gimped with the other.
- Toughness—increased defense/armor.