This is a very scary change and if not done right has massive implications. For those who did not watch the stream or don’t know of the proposed changes:
-Previously, If your sigil had a cooldown, it was previously shared with all other sigil cooldowns. To remedy this, we are changing the functionality of it, so each sigil itself has its own cooldown (i.e. you can Sigil of Battle and Sigil of Energy together now but you can’t stack 2x Sigil of Battles together)
-On crit sigils are changed to 100% chance.
In order to introduce this there is going to need to be a massive shaving of sigil effectiveness across the board and I’ll list a couple of examples why:
1. Thieves (or any class but thieves especially) using Sigil of Fire and Sigil of Air. Both of these will proc 100% on the first backstab, leading to an even easier time of being able to 1 shot people from stealth without any counterplay outside of dodges or aegis which many classes don’t have access to.
2. Energy combined with Geomancy/Hydromancy/Battle especially for classes like elementalists and engineers with access to many weapon swaps. Not even accounting for the extra amounts of damage the sigils will do, at least other classes unless running identical weapon sets would have to give up something to weapon swap but eles and engies could spam it as soon as it is off cooldown for no negative side effect.
That’s just a couple examples of how game-breaking the sigil change could be without proper adjustments to the current sigil effects. I’ll also assume someone will probably point out that the nerf to crit damage makes up for the damage bonus the sigils will provide, keep in mind the crit damage change will not be included in Spvp, it is only for pve and wvw.
I honestly don’t think that just because some people were confused about how sigils worked is enough of a reason to introduce such a heavy power creep to the game.
[VoTF] – votf-online.net/