The Signet Fix Initiative

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Turn signet passives into pseudo-traits triggered by active skill use and/or unique actions/circumstances.

Be creative and improve current signet functionalities (buff the underpowered; nerf the overpowered; functionally changed the outright broken/boring).

Suddenly you have a load of new, mechanics and skills that can be dumped into the meta.

Not every signet is listed here because I didn’t have changes/solutions for some of them and I didn’t care enough to come up with those changes.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

GUARDIAN SIGNETS
[Signet of Resolve] (passive)

  • FUNCTIONALITY CHANGED
  • Activating your Virtue of Resolve now breaks stun.

[Signet of Resolve] (active)

  • Cast-time increased from 1 second to 1¼ seconds.
  • Recharge reduced from 40 seconds to 30 seconds.
  • Healing reduced from 8150 (1.25) to 6115 (1.25)

[Bane Signet] (passive)

  • FUNCTIONALITY CHANGED
  • When you interrupt a foe, you gain might, aegis and endurance.
  • Might (3): 10 seconds
  • Aegis: 5 seconds
  • Endurance: 25
  • Cool-down: 30 seconds

[Bane Signet] (active)

  • FUCNTIONALITY CHANGED
  • Cast-time: ½ second
  • Recharge: 35 seconds
  • Cast out a cone of energy that knocks back foes. If you strike a burning foe, this attack strips up to 3 boons and launches that foe instead.
  • Knock-back: 400
  • Launch vs burning foes: 400
  • Range: 300
    • This attack uses the Engineer [Air Blast] cone for its hit detection.
    • The Guardian uses the Elementalist [Flamestrike] animation when activating this skill.
    • The boon stripping occurs before the launch is inflicted.

[Signet of Judgement] (passive)

  • FUNCTIONALITY CHANGED
  • Whenever you block an attack, you cure blindness and gain immunity to blindness.
  • Immunity to blindness: 3 seconds
  • Cool-down: 15 seconds
    • This passive proc only grants the blind immunity and goes into cool-down if the Guardian cures blindness.

[Signet of Judgement] (active)

  • Now also grants protection to caster and allies for 2 seconds.

[Signet of Mercy] (passive)

  • FUNCTIONALITY CHANGED
  • Each time that you gain aegis, you heal and cure 1 condition on allies in the area.
  • Healing: 740 (0.15)
  • Radius: 360
  • Cool-down: 10 seconds
    • This proc only triggers once when it activates. This proc will not heal for any more than 740 (0.15) health within its radius even if the Guardian grants multiple allies aegis with a single skill.

[Signet of Mercy] (active)

  • Cast-time reduced from 3¾ seconds to 3 seconds.

[Signet of Wrath] (passive)

  • FUNCTIONALITY CHANGED
  • When you strike a burning foe, you grant might to yourself and all nearby allies.
  • Might (2): 8 seconds
  • Cool-down: 10 seconds

[Signet of Wrath] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 1 second
  • Recharge: 40 seconds
  • Enrage foes at the target area. Enraged foes take damage when they deal direct damage to targets that are not you.
  • Enraged (25): 6 seconds
  • Radius: 240
  • Maximum number of affected foes: 10
  • Signet of Wrath (25): 6 seconds
  • Enraged damage: 302 (0.05)
  • Enemy healing when striking you: 302 (0.0)
  • Range: 900
    • The [Signet of Wrath] icon will appear above affected foes briefly before fading.
    • When this skill is activated, it inflicts 25 stacks of a debuff called Enraged to up to 10 foes at the target location. Each time that a foe under the effects of Enraged deals direct damage, it takes damage and the Enraged stack decreases by 1.
    • When this skill is activated, it simultaneously inflicts the user with 25 stacks of a debuff called Signet of Wrath. Foes that strike the Guardian under the effects of Signet of Wrath gain health. Whenever the Guardian is struck for damage by a foe, the Signet of Wrath debuff stack decreases by 1. The Guardian affected by the Signet of Wrath debuff will have a broken shield icon above his/her head for the debuff’s entire duration.
    • NPCs that are enraged will interrupt their current skill queue and attempt to attack the user.
    • Condition damage is not counted as direct damage.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

WARRIOR SIGNETS
[Healing Signet] (passive)

  • Healing reduced from 392 (?) to 252 (0.01)

[Healing Signet] (active)

  • Recharge increased from 20 seconds to 25 seconds.
  • Healing increased from 3275 (0.5) to 5090 (0.75)
  • Now grants protection and regeneration based on adrenaline level.
  • Level 1 adrenaline: Regeneration (2 seconds)
  • Level 2 adrenaline: Protection (1 second); Regeneration (4 seconds)
  • Level 3 adrenaline: Protection (2 seconds); Regeneration (6 seconds)
    • Level 0 adrenaline grants no additional boons.

[Dolyak Signet] (passive)

  • FUNCTIONALITY CHANGED
  • Gain aegis when you use a movement skill.
  • Aegis: 2 seconds
  • Cool-down: 30 seconds
    • This proc only triggers while in combat.

[Dolyak Signet] (active)

  • Recharge reduced from 60 seconds to 40 seconds.
  • Stability duration reduced from 8 seconds to 3 seconds.

[Signet of Fury] (passive)

  • FUNCTIONALITY CHANGED
  • When you gain fury, you cure up to 2 conditions. If you cured a condition, you gain a burst of haste.
  • Haste: 1½ seconds
  • Cool-down: 20 seconds
    • This proc only goes into cool-down if it removes a condition.

[Signet of Fury] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¼ second
  • Recharge: 30 seconds
  • Gain adrenaline for each foe in the area.
  • Radius: 600
  • Adrenaline gain per foe: 5
    • This skill hits up to 10 foes.

[Signet of Might] (passive)

  • FUNCTIONAITY CHANGED
  • When you swap weapons, your next attack cannot be blocked.
  • Cool-down: 9 seconds
    • This proc only triggers while in combat.

[Signet of Might] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¾ second
  • Recharge: 25 seconds
  • Leap into the air and create a raging fire where you land.
  • Damage (4x): 976 (0.75)
  • Burning (4): 1 second
  • Radius: 180
  • Duration: 4 seconds
  • Combo Field: Fire
  • Combo Finisher: Blast
  • Range: 600
    • This skill’s leap uses the same animation as Warrior [Seismic Leap].
    • This skill shares the same pulse schedule as Elementalist [Lava Font].
    • This skill combos with itself. The fire field is applied before the blast finisher goes into effect.

[Signet of Stamina] (passive)

  • FUNCTIONALITY CHANGED
  • Gain vigor whenever you successfully evade an attack.
  • Vigor: 5 seconds
  • Cool-down: 20 seconds

[Signet of Stamina] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 40 seconds
  • Gain endurance and cure conditions.
  • Endurance gained: 50
  • Conditions cured: 5
  • Breaks stun.

[Signet of Rage] (active)

  • Cast-time increased from 1 second to 1¼ seconds.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

RANGER SIGNETS
[Signet of Renewal] (passive)

  • FUNCTIONALITY CHANGED
  • Using a healing skill cures conditions on you, your pet and allies in the area.
  • Conditions cured: 3
  • Radius: 600
  • Maximum number of allies affected: 10
  • Cool-down: 20 seconds

[Signet of Renewal] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • You and your pet each cure conditions.
  • Ranger conditions cured: 3
  • Pet conditions cured: 3
  • Breaks stun.

[Signet of Stone] (passive)

  • FUNCTIONALITY CHANGED
  • You damage and weaken foes with a blast at the end of your dodge roll.
  • Damage: 85 (0.2)
  • Damage radius: 180
  • Weakness: 4 seconds
  • Cool-down: 20 seconds
    • This proc only triggers while in combat.

[Signet of Stone] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 35 seconds
  • You gain protection and, for a short time, whenever a foe lands a glancing blow on you, they are dazed.
  • Protection: 3 seconds
  • Signet of Stone: 3 seconds
  • Daze vs glancing blows: 1 second
    • Upon skill activation, the Ranger gains 25 stacks of a unique buff called Signet of Stone. Whenever a foe lands a glancing blow on a player under the effects of Signet of Stone, that foe is dazed. This daze effect has a 5-second internal cool-down per attacker.

[Signet of the Hunt] (passive)

  • FUNCTIONALITY CHANGED
  • You gain an Attack of Opportunity when you successfully evade an attack.
  • Attack of Opportunity (16m): +150% damage on next attack
  • Cool-down: 15 seconds

[Signet of the Hunt] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • The next time that you successfully strike a foe with an Attack of Opportunity, you stun and immobilize that foe and grant all allies in the area might.
  • Signet of the Hunt (1): 5 seconds
  • Stun: ½ second
  • Immobilize: 1 second
  • Might to allies (3): 10 seconds
  • Might radius: 600
  • Maximum number of allies affected: 5
  • Breaks stun.
    • The Signet of the Hunt bonus is a single stack of a unique buff that the Ranger gains when this skill is activated. Signet of the Hunt lasts 5 seconds. This buff decreases in stack by 1 each time that the Ranger strikes a foe while under the effects of Attack of Opportunity.
    • The might in this skill’s description is granted in a 600 range radius around the ranger

[Signet of the Wild] (passive)

  • FUNCTIONALITY CHANGED
  • When you swap pets, you gain swiftness and a burst of haste.
  • Haste: 1½ seconds
  • Swiftness: 10 seconds
  • Cool-down: 20 seconds

[Signet of the Wild] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¾ second
  • Recharge: 40 seconds
  • The next time that you dodge, you knock down foes at the end of your dodge roll. If you knocked down a target with this attack, you and your pet gain might.
  • Signet of the Wild (1): 20 seconds
  • Knock-down: 2 seconds
  • Knock-down radius: 180
  • Might on knock-down (10): 5 seconds
    • This skill hits up to 5 foes.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

THIEF SIGNETS
[Assassin’s Signet] (passive)

  • FUNCTIONALITY CHANGED
  • You gain might whenever you successfully evade an attack.
  • Might (5): 3 seconds
  • Cool-down: 10 seconds

[Assassin’s Signet] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 15 seconds
  • The next time target foe blocks an attack, you bleed and deal damage to that foe.
  • Assassin’s Signet (1): 5 seconds
  • Damage: 302 (0.9)
  • Bleeding (3): 5 seconds
  • Unblockable
  • Range: 900
    • This skill now applies 5 seconds of 1 stack of a unique debuff called Assassin’s Signet to the target enemy. Whenever that target would successfully block an attack while under the effects of Assassin’s Signet, this unique debuff decreases in stack by 1 and that foe takes the damage detailed in this skill’s description. The application of this debuff is unblockable.

[Infiltrator’s Signet] (passive)

  • FUNCTIONALITY CHANGED
  • Using a shadowstep or movement skill grants you initiative.
  • Initiative gain: 1
  • Cool-down: 10 seconds

[Infiltrator’s Signet] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 35 seconds
  • Shadowstep to the target area.
  • Breaks stun
  • Range: 900

[Signet of Agility] (passive)

  • FUNCTIONALITY CHANGED
  • You gain fury and cure 1 condition whenever you successfully evade an attack.
  • Fury: 3 seconds
  • Cool-down: 10 seconds

[Signet of Agility] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 45 seconds
  • Break stun, gain endurance and cure conditions. This affect also applies to allies in the area.
  • Endurance gained: 25
  • Conditions cured: 3
  • Breaks stun.
  • Radius: 360

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

ELEMENTALIST SIGNETS
Healing skills
[Signet of Restoration] (passive)

  • Heal yourself whenever you swap attunements.
  • Healing on attunement swap: 608 (0.04)
    • Healing/second assuming 10.4 second attunement recharge (20 into arcane) = 233.8756 h/s

[Signet of Restoration] (active)

  • FUNCTIONALITY CHANGED
  • This signet now behaves like a glyph in that its functionality changes based on the Elementalist’s current attunement.
    • New active healing/second at 0 Healing Power (base recharge): 163 h/s
    • New active healing/second at 0 Healing Power (with cool-down trait): 203.75 h/s

[Fiery Signet of Restoration]

  • Cast-time: 1¼ seconds
  • Recharge: 25 seconds
  • Heal yourself and blast the nearby area with damage.
  • Healing: 4075 (0.5)
  • Damage: 101 (0.3)
  • Damage radius: 180
  • Combo Finisher: Blast

[Soothing Signet of Restoration]

  • Cast-time: 1¼ seconds
  • Recharge: 25 seconds
  • Heal yourself and cure up to 2 conditions.
  • Healing: 4075 (0.5)

[Swift Signet of Restoration]

  • Cast-time: 1¼ seconds
  • Recharge: 25 seconds
  • Heal yourself and gain haste.
  • Healing: 4075 (0.5)
  • Haste: 2 seconds

[Heavy Signet of Restoration]

  • Cast-time: 1¼ seconds
  • Recharge: 25 seconds
  • Heal yourself and weaken nearby foes.
  • Healing: 4075 (0.5)
  • Weakness: 5 seconds
  • Radius: 240

[Signet of Air] (passive)

  • FUNCTIONALITY CHANGED
  • Gain swiftness when you attune to air.
  • Swiftness: 7 seconds

[Signet of Air] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • Blind and damage foes at target area with a lighting strike.
  • Damage: 101 (0.3)
  • Blind: 5 seconds
  • Radius: 240
  • Breaks stun
  • Range: 1200

[Signet of Fire] (passive)

  • FUNCTIONALITY CHANGED
  • When you blast a fire field, you burn adjacent foes. You gain might for each foe that you burn.
  • Burning: 3 seconds
  • Burning radius: 180
  • Might (1) per burning foe: 5 seconds
  • Cool-down: 10 seconds
    • Each blast hits up to 5 foes.

[Signet of Fire] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 20 seconds
  • Conjure a fire at target location that burns foes.
  • Delay: 1 second
  • Damage (4x): 976 (0.75)
  • Burning (4): 1 second
  • Duration: 4 seconds
  • Combo Field: Fire
  • Radius: 180
  • Range: 1200
    • [Signet of Fire] shares the same pulse schedule as [Lava Font].
    • Now produces a red circle.

[Signet of Earth] (passive)

  • FUNCTIONALITY CHANGED
  • You reflect projectiles with a magnetic aura when you dodge.
  • Reflection: 1½ seconds
  • Cool-down: 10 seconds
    • The reflection granted by this proc is not actually the [Magnetic Aura] effect. The reflection granted by this proc is classified as something else entirely so as not to constantly proc any aura-related traits every 10 seconds.

[Signet of Earth] (active)

  • Cast-time: ¾ second
  • Recharge: 30 seconds
  • Create a ring of stones that bleeds and immobilizes foes crossing it.
  • Damage: 101 (0.3)
  • Bleeding (3): 5 seconds
  • Immobilize: 2 seconds
  • Ring duration: 3 seconds
  • Ring radius: 150
  • Range: 1200
    • As a visual effect, a shrunken ring of stones similar to the Sigil of Geomancy proc surrounds the target area for the skill’s duration.
    • This skill uses the same hit detection for its effects as [Static Field].
    • This skill now produces a red circle.

[Signet of Water] (passive)

  • Cure 1 condition when you dodge, and chill foes at the end of your dodge roll with a delayed blast of frost.
  • Delay: 1 second
  • Chill: 2 seconds
  • Chill radius: 150
  • Cool-down: 10 seconds
    • At the end of the player’s dodge roll, a small frozen ground AoE appears marked with a red circle. After 1 second, a [Frozen Burst] animation plays that inflicts the chill in the description.
    • This proc only produces its chill effect and enters into cool-down if it removed a condition.

[Signet of Water] (active)

  • Cast-time: ½ second
  • Recharge: 30 seconds
  • Conjure a font of chilling water at target location that heals allies and chills foes.
  • Healing (3x): 1110 (0.5)
  • Chilled (3): 1 second
  • Duration: 3 seconds
  • Radius: 240
  • Combo Field: Water
  • Range: 1200
    • The [Signet of Water] field is a light-blue colored [Geyser].
    • Now produces a red circle.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Renny.6571

Renny.6571

Combo breaker!

elite specs ruined pvp.

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

MESMER SIGNETS
[Signet of Domination] (passive)

  • FUNCTIONALITY CHANGED
  • Interrupting a foe grants you might.
  • Might (3): 5 seconds
  • Cool-down: 10 seconds

[Signet of Domination] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • Strike foes at the target location with damage. If you strike a foe that is using a skill, you stun that foe. This skill is unblockable if it strikes a confused foe.
  • Damage: 101 (0.3)
  • Stun vs foes using a skill: ½ second
  • Unblockable vs confused foes
  • Radius: 120
  • Range: 900

[Signet of Illusions] (passive)

  • FUNCTIONALITY CHANGED
  • When you use a healing skill, you create 2 clones at your location. This ability disables (imposes a cool-down) Mind Wrack and Cry of Frustration for 1 second if they aren’t already on cool-down respectively.
  • Cool-down: 60 seconds

[Signet of Illusions] (active)

  • Recharge reduced from 90 seconds to 75 seconds.

[Signet of Midnight] (passive)

  • FUNCTIONALITY CHANGED
  • Blind nearby foes whenever you successfully evade an attack.
  • Blind: 5 seconds
  • Radius: 240
  • Cool-down: 20 seconds

[Signet of Midnight] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • Gain stealth for each blind foe in the area.
  • Stealth per blind foe: 1 second
  • Radius: 360
  • Breaks stun.
    • This skill strikes up to 3 targets.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

NECROMANCER SIGNETS
[Signet of Vampirism] (passive)

  • FUNCTIONALITY CHANGED
  • Whenever you exit from Death Shroud, you and allies in the area steal life with their next attack.
  • Life steal damage: 37 (0.1)
  • Life steal healing: 608 (0.04)
  • Radius: 600
  • Maximum number of allies affected: 5
    • When the Necromancer leaves Death Shroud, the Necromancer and any affected allies gain one stack of a unique buff called Vampiric Leech.

[Signet of Vampirism] (active)

  • Cool-down reduced from 35 seconds to 30 seconds.

[Plague Signet] (passive)

  • FUNCTIONALITY CHANGED
  • Whenever you enter into Death Shroud, you pull 1 condition from up to 3 nearby allies to yourself. Whenever you exit from Death Shroud, you cure up to 1 condition.
  • Pull radius: 600
    • This procs only trigger while in combat.

[Plague Signet] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 30 seconds
  • Transfer up to 3 of your conditions to foes at the target area.
  • Delay: 1 second
  • Radius: 180
  • Breaks stun
  • Range: 900
    • There is a 1-second post-cast delay period during which a black cloud hovers above the target location. After 1 second, the cloud crashes into the ground ala the Necromancer [Enfeebling Blood] animation and inflicts its effects. This skill produces a red circle.
    • The Necromancer immediately loses up to 5 conditions on skill activation despite the actual transfer being a delayed effect.

[Signet of Spite] (passive)

  • FUNCTIONALITY CHANGED
  • You gain Life Force when you disable a foe.
  • Life Force gained: 5%
  • Cool-down: 30 seconds

[Signet of Spite] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¾ second
  • Recharge: 75 seconds
  • Create a line of necrotic energy at the target location. Foes that cross this line are afflicted with a spiteful spirit that deals damage to them when they inflict critical damage. Allies that cross this line gain protection.
  • Protection: 5 seconds
  • Spiteful Spirit (25): 5 seconds
  • Damage when inflicting critical damage: 302 (0.01)
  • Line duration: 3 seconds
  • Combo Field: Ethereal
  • Range: 1200
    • The damage inflicted by this skill’s effect cannot critically hit.
    • When a foe crosses the [Signet of Spite] line, that foe gains 25 stacks of a unique debuff called Spiteful Spirit. This debuff lasts for 5 seconds. Each time that a foe under the effects of Spiteful Spirit strikes for critical damage, that foe takes damage and loses 1 stack of Spiteful Spirit. There is no internal cool-down for this effect.
    • This line has a 5-second internal cool-down for applying its effects (to allies and/or foes).
    • This line uses the Elementalist [Unsteady Ground] hit detection. This line will not hit if it is cast directly on top of a foe, rather a foe must wander into the line in order to be affected by its debuff effect.

[Signet of the Locust] (passive)

  • FUNCTIONALITY CHANGED
  • When you exit from Death Shroud, you gain swiftness.
  • Swiftness: 8 seconds

[Signet of the Locust] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 3½ seconds
  • Recharge: 35 seconds
  • Channel a large area spell that cripples and damages foes while healing and granting swiftness to allies.
  • Damage (3x): 180 (0.6)
  • Crippled (3): 1 second
  • Maximum number of foes affected: 5
  • Healing (3x): 1620 (0.6)
  • Swiftness: (3): 3 seconds
  • Maximum number of allies affected: 5
  • Radius: 600
  • Breaks stun
    • This skill uses the Necromancer [Life Transfer] attack animation. For each valid target, the green bubble projectiles are replaced with the projectile used in the Necromancer [Deathly Swarm]. [Signet of the Locust] uses a different sound cue than [Life Transfer].
    • This skill pulses its effects once every second at the end of each second.
    • This skill’s signet image appears immediately over top of the Necromancer upon skill activation.

[Signet of Undeath] (passive)

  • FUNCTIONALITY CHANGED
  • You gain Life Force when you enter into Death Shroud.
  • Life Force gained: 5%
    • This proc only triggers while in combat.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Combo breaker!

Very good. Enjoy your assured +1s. We can’t be creative enough to imagine anything other than the horrific status quo ANet has created for GW2 which is sustained by complacent, spoiled players. Might as well just make silly posts when confronted by scary ideas.

The Signet Fix Initiative

in Profession Balance

Posted by: coglin.1867

coglin.1867

Combo breaker!

Very good. Enjoy your assured +1s. We can’t be creative enough to imagine anything other than the horrific status quo ANet has created for GW2 which is sustained by complacent, spoiled players. Might as well just make silly posts when confronted by scary ideas.

What makes it Horrific? Personally I feel they have done a fantastic job. I thoroughly enjoy the game every time I play. Every financial report from NCsoft of every quarter since the game released shows them surpassing profit projections for this game on a consistent bases. That to me is very solid evidence that it leans more toward flourishing and fun, not “horrific” as you claim.

Why do you assume everyone wants signets completely reworked by the way?

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

The Signet Fix Initiative

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

+1 for effort.

I wholeheartedly agree that all Signets should encourage regular use, rather than just taking them for the passive effect.

The Signet Fix Initiative

in Profession Balance

Posted by: Big Tower.5423

Big Tower.5423


THIEF
[Assassin’s signet](Passive)
15 % critical damage.

[Assassin’s signet] (Active) (Toned down version of the old one)
Next attack deals 100 % more damage

(this will probiliary overbuff the skill slightly, but it will open so much build diversity and allow you to nerf thieves in other areas to quell those stealth QQ’s
————————————————————————————————————————————————————————-
[Shadow signet] (Active) (Cooldown 45 seconds from now 30)
Become closer to the shadow making you run (Super speed) faster for 5 seconds.

Shadowsignet (Passive)
Shadowsteps gain increased range by 200

(if you combine this with long reach on steal you’l have a super awesome gapcloser)
___________________________________________________________________
ELEMENTALIST
[Water signet] (Active)
Cure 3 conditions, convert 2 conditions into boons (alltogether 5). and gain 10 seconds of regeneration)

[Water signet] (Passive)
Heal the next three incoming damaging conditions if you loose a certain amount of damage pr second. (35 seconds to renew)
——————————————————————————————————-
[Signet of fire] (passive)
Burning deals 35 % more damage.

[Signet of fire] (Active) (1second smokefield) (cooldown 25 seconds)
Apply burning, torment and cripple (all 10 seconds) in a AOE on targeted area.
____________________________
WARRIOR
[Signet of might] (Active)
Every second attack you inflict seconds dazes and cripples your target. (7 charges)

[Signet of might](Passive)
Every 5th of your attacks deal 15 % more damage. (you gain a buff on your bar indicating when)
———————————————————————————-
[Signet of fury] (passive)
Deal 7 % more damage and take 7 % less damage while under the effect of fury.

[Signet of fury] (Active)
Gain 500 more power for 3 seconds, trow a rock onto your foe stunning them for 1,5 seconds

7800 hours ingame, and counting.

The Signet Fix Initiative

in Profession Balance

Posted by: Dadnir.5038

Dadnir.5038

“[Signet of the Locust] (active)

Recharge reduced from 60 to 30 seconds.
Damage adjusted from 158 (?) to 101 (0.3).
Healing reduced from 932 (0.24) to 808 (0.2).
Healing now also affects up to 10 allies.
Effect radius increased from 480 to 600.
Now also grants 8% Life Force if the Necromancer strikes a non-ambient-creature foe with damage.
Now also breaks stun."

I’m lazy today so I will just quote this one : Don’t you think you overbuffed it?

Hint : CD reduced, healing allies (up to 10!!! whoo best healing skill of the game), damage and healing slightly reduced, grant LF (of course) aaaand Break stun.

Could you ask this skill to also make me some coffee? It would be amazing!

No core profession should be balanced around an optional elite specialization.

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Posted by: tetrodoxin.2134

tetrodoxin.2134

Some signets seem overbuffed and would probably need some sort of ICD, but overall I agree. Binding the passive of signets to active play is the way to go.

+1

Anet hates [your class], since [other classes] got buffs while [your class] only received nerfs.

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Posted by: Arkantos.7460

Arkantos.7460

THIEF SIGNETS
[Assassin’s Signet] (passive)

  • FUNCTIONALITY CHANGED
  • You gain might whenever you successfully evade an attack.
  • Might (5): 3 seconds
  • Cool-down: 10 seconds

[Assassin’s Signet] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 15 seconds
  • The next time target foe blocks an attack, you bleed and deal damage to that foe.
  • Assassin’s Signet (1): 5 seconds
  • Damage: 302 (0.9)
  • Bleeding (3): 5 seconds
  • Unblockable
  • Range: 900
    • This skill now applies 5 seconds of 1 stack of a unique debuff called Assassin’s Signet to the target enemy. Whenever that target would successfully block an attack while under the effects of Assassin’s Signet, this unique debuff decreases in stack by 1 and that foe takes the damage detailed in this skill’s description. The application of this debuff is unblockable.

[Infiltrator’s Signet] (passive)

  • FUNCTIONALITY CHANGED
  • Using a shadowstep or movement skill grants you initiative.
  • Initiative gain: 1
  • Cool-down: 10 seconds

[Infiltrator’s Signet] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 35 seconds
  • Shadowstep to the target area.
  • Breaks stun
  • Range: 900

[Signet of Agility] (passive)

  • FUNCTIONALITY CHANGED
  • You gain fury and cure 1 condition whenever you successfully evade an attack.
  • Fury: 3 seconds
  • Cool-down: 10 seconds

[Signet of Agility] (active)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 45 seconds
  • Break stun, gain endurance and cure conditions. This affect also applies to allies in the area.
  • Endurance gained: 25
  • Conditions cured: 3
  • Breaks stun.
  • Radius: 360

+++1

this would made creative gameplay and push build diversity into next lv
without pushing into x/x/30/x/15 to get alive infights

Good Thiefs are average,
Skilled Thiefs are dangerous

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Posted by: Dragonic Elemental.2674

Dragonic Elemental.2674

Ok, so first of all, I mostly love your Ele ideas, BUT there are some problems with the Elementalist signets this way, mostly with aura’s;
Signet of Fire’s passive Precision increase and Signet of Earth’s Toughness increase stack with Protection and fury to give you a better effect when you already have those boons. Changing this is a problem, because of Fire’s Embrace (Fire Shield on Signet use). With that trait, you have almost permanent Fire shield uptime, and with Zephyr’s Boon and Elemental Shielding, you consequently also have permanent fury and protection uptime. This would make Fire’s Embrace useless (think about it).

I like the Signet of Restoration proposed changes.
I do not like the signet of Air passive change, it would be better if it was 2 seconds on attunement swap, and even better unchanged.
I also don’t like that you want every skill easily dodgeable (delays; NO).

May the Six watch over us. And come back to Tyria soon.

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Posted by: Dragonic Elemental.2674

Dragonic Elemental.2674

Suddenly got a better idea for Signet of Air; I think all alacrity traits should be at the 15 (soon to be 3)-point spot. The traits there can be added to the signets. Now, fire and earth aren’t really needed, as they were quite weak and not very noticable, or hard to hit. Water is in your new Signet of restoration. Air 15 (Electric Discharge) could be added to Signet of Air, and it could give ~2 seconds of swiftness on attunement swap instead of 25% movement speed.

May the Six watch over us. And come back to Tyria soon.

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Posted by: Carpboy.7145

Carpboy.7145

I like the thief changes, specifically the “on dodge” affects of signet of agility


The Use of the Word ‘Cheese’
Lyss The Shadow
Legendary Champion of DB [EDGE]

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Pretty much all the ele changes are rather poor. The Heal just doesnt work. Why make it copy another heal for its active part in that its different per an attunement. Earth is also terrible change.

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Posted by: Simon.3794

Simon.3794

how about you say the reasons reasons why you do these changes instead of just make a list, and like hey i do this, because yolo

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Posted by: Atherakhia.4086

Atherakhia.4086

You made Ranger signets, which are already the laughing stock of GW2, worse. I applaud you sir.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Those Warrior signet changes would be terrible.

As a Warrior I do not want protection, ever. Protection is what makes it OK for Warrior to have high HP and Regen, they lack any other kind of damage mitigation in any great amount. With frequent Protection the line between Warrior and Guardian gets thinner and thinner and both classes start to lose a sense of uniqueness.

I also don’t like tying the signets in with Adrenaline level, the whole point around signets is that they’re reliable. The only Signets I’m not interested in is Might and that’s just because I can’t afford to have it on my bar. If we weren’t so dependent on other skills it might have a use but right now, nope. For some of your changes the active would become so weak compared to the passive you may as well never use it. This makes things even worse because some encourage you to sit on adren while others want you to spend. Signet of Fury would become WORTHLESS to activate in small scale fights where it’s already not really worth bringing in the first place.

Seriously, I’m normally all for debate but every suggested change you have made for Warrior has been out of touch or just bad, so please just stop. As for other classes I don’t play them enough to know what they need so I won’t comment.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

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Posted by: Simon.3794

Simon.3794

Those Warrior signet changes would be terrible.

As a Warrior I do not want protection, ever. Protection is what makes it OK for Warrior to have high HP and Regen, they lack any other kind of damage mitigation in any great amount. With frequent Protection the line between Warrior and Guardian gets thinner and thinner and both classes start to lose a sense of uniqueness.

I also don’t like tying the signets in with Adrenaline level, the whole point around signets is that they’re reliable. The only Signets I’m not interested in is Might and that’s just because I can’t afford to have it on my bar. If we weren’t so dependent on other skills it might have a use but right now, nope.

Seriously, I’m normally all for debate but every suggested change you have made for Warrior has been out of touch or just bad, so please just stop. As for other classes I don’t play them enough to know what they need so I won’t comment.

Protection would make warrior so OP. and warrior doesnt lack damage mitigation, warrior lack skills that are not affected by soft CCs, a single soft CC and your mobility got cut in half, and you have to take all the damage, unlike others can position themself without caring about soft CCs.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Those Warrior signet changes would be terrible.

As a Warrior I do not want protection, ever. Protection is what makes it OK for Warrior to have high HP and Regen, they lack any other kind of damage mitigation in any great amount. With frequent Protection the line between Warrior and Guardian gets thinner and thinner and both classes start to lose a sense of uniqueness.

I also don’t like tying the signets in with Adrenaline level, the whole point around signets is that they’re reliable. The only Signets I’m not interested in is Might and that’s just because I can’t afford to have it on my bar. If we weren’t so dependent on other skills it might have a use but right now, nope.

Seriously, I’m normally all for debate but every suggested change you have made for Warrior has been out of touch or just bad, so please just stop. As for other classes I don’t play them enough to know what they need so I won’t comment.

Protection would make warrior so OP. and warrior doesnt lack damage mitigation, warrior lack skills that are not affected by soft CCs, a single soft CC and your mobility got cut in half, and you have to take all the damage, unlike others can position themself without caring about soft CCs.

Let me rephrase, Warriors lack mitigation that other classes have in great amounts such as evades (has 1 on GS), blinds (1 on bow), stealth (I guess you could reflect Hunter’s Shot), teleports, clones, Protection+Aegis, etc. To make up for it Warriors are tough, have high HP, and have high healing. You’re right that even a little access to Protection it would make them better than a Guardian at bunkering.

It would be nice to have a trait to make gap closers not effected by cripple and chill or maybe just have them not be effected by them and in exchange they also don’t gain anything from Swiftness and Warrior’s Sprint. I’m sure some will argue that this would make them even better at running away but to that I say that if you made the run then you pretty much won. It’s still not as strong as perma-stealth which is getting buffed even further.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

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Posted by: Swagg.9236

Swagg.9236

Those Warrior signet changes would be terrible.

As a Warrior I do not want protection, ever.

Before you say that, you must ask yourself: how does a Warrior survive without godmode? Warriors often live through combat by means of popping invulnerabilities. Since I’m working to fix that, they can have tiny bursts of timed protection in place of those invulnerabilities. I am planning on increasing Healing Signet’s recharge, though. I’ll have to rework the healing output as well in order to balance the change properly.

I also don’t like tying the signets in with Adrenaline level,

All I’m hearing is “I don’t like working for powerful bonuses,” and “I want my huge, passive stat buff all the time.” Too bad. Learn to work for your bonuses and deal with limited windows of opportunity.

(edited by Swagg.9236)

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Posted by: Swagg.9236

Swagg.9236


THIEF
[Assassin’s signet](Passive)
15 % critical damage.

[Assassin’s signet] (Active) (Toned down version of the old one)
Next attack deals 100 % more damage

(this will probiliary overbuff the skill slightly, but it will open so much build diversity and allow you to nerf thieves in other areas to quell those stealth QQ’s
————————————————————————————————————————————————————————-
[Shadow signet] (Active) (Cooldown 45 seconds from now 30)
Become closer to the shadow making you run (Super speed) faster for 5 seconds.

Shadowsignet (Passive)
Shadowsteps gain increased range by 200

(if you combine this with long reach on steal you’l have a super awesome gapcloser)
___________________________________________________________________
ELEMENTALIST
[Water signet] (Active)
Cure 3 conditions, convert 2 conditions into boons (alltogether 5). and gain 10 seconds of regeneration)

[Water signet] (Passive)
Heal the next three incoming damaging conditions if you loose a certain amount of damage pr second. (35 seconds to renew)
——————————————————————————————————-
[Signet of fire] (passive)
Burning deals 35 % more damage.

[Signet of fire] (Active) (1second smokefield) (cooldown 25 seconds)
Apply burning, torment and cripple (all 10 seconds) in a AOE on targeted area.
____________________________
WARRIOR
[Signet of might] (Active)
Every second attack you inflict seconds dazes and cripples your target. (7 charges)

[Signet of might](Passive)
Every 5th of your attacks deal 15 % more damage. (you gain a buff on your bar indicating when)
———————————————————————————-
[Signet of fury] (passive)
Deal 7 % more damage and take 7 % less damage while under the effect of fury.

[Signet of fury] (Active)
Gain 500 more power for 3 seconds, trow a rock onto your foe stunning them for 1,5 seconds

10/10
I laughed.

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Posted by: Swagg.9236

Swagg.9236

“[Signet of the Locust] (active)

Recharge reduced from 60 to 30 seconds.
Damage adjusted from 158 (?) to 101 (0.3).
Healing reduced from 932 (0.24) to 808 (0.2).
Healing now also affects up to 10 allies.
Effect radius increased from 480 to 600.
Now also grants 8% Life Force if the Necromancer strikes a non-ambient-creature foe with damage.
Now also breaks stun."

I’m lazy today so I will just quote this one : Don’t you think you overbuffed it?

Hint : CD reduced, healing allies (up to 10!!! whoo best healing skill of the game),

The healing of 808 (0.2) hp every 30 seconds base (24 seconds with trait) is still a mere half of the Elementalist [Geyser] even without its cool-down trait (disregarding effective radius).

I wanted to find a way to make this skill into something more party supportive because its current functionality is boring and unimaginative as all hell. Unfortunately an instant AoE spike heal isn’t necessarily the most balanced thing (nothing that is instant-activation is necessarily balanced anyway).

The original idea was a stun-breaker version of [Life Transfer] that was mainly a means of supporting the party with healing (low damage, low Life Force gain, high AoE healing). However, the more that I thought about it, the more that I felt that I couldn’t really lower the recharge below 30 seconds for the sake of balance (and I would maybe have to sacrifice the stun break as well). In the end, I scrapped it and simply buffed the current functionality, but kept some of the ideas from the original idea. The result is, yes, a probably overbuffed, instant-activation ability. I’ll probably go back to the original idea at some point.

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Posted by: Swagg.9236

Swagg.9236

You made Ranger signets, which are already the laughing stock of GW2, worse. I applaud you sir.

It’s a great accomplishment.

But honestly, do you have anything to contribute? For real. What have you got? Or am I the only one trying to actually improve the game with concrete suggestions instead of just complaining about things or discussing ANet’s general behavior?

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Posted by: Swagg.9236

Swagg.9236

+++1

this would made creative gameplay and push build diversity into next lv
without pushing into x/x/30/x/15 to get alive infights

One step at a time here. Thief is still an incredibly broken, overly forgiving and one-dimensional class. Changing some signets won’t do much.

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Posted by: Swagg.9236

Swagg.9236

how about you say the reasons reasons why you do these changes instead of just make a list, and like hey i do this, because yolo

“Guys, I need someone to tell me that permanent, passive stat buffs are bad.”

I’m not going to justify myself any further for someone who can’t type properly and includes “yolo” in their post. Think it out for yourself within the context of GW2 and its hidden emphasis on active play.

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Posted by: coglin.1867

coglin.1867

Let me ask you this swagg. Your proposing changes to 7/8 professions with signets right? This would then change the level of balance in those 7 compared to the eighth. What positive changes are you proposing for that 8th profession?

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Felices Bladewing.3914

Felices Bladewing.3914

i like the passive changes on the thief’s ones
but i don’t see why they need to change the active one of the current Assassins Signet
with your change it would be absolutly useless in a pure power build while a condition dealer won’t use it anyway i assume. it would be really nice in hybrid builds but it’s too niche imo

Thief (80)
Elona’s Reach

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Posted by: LastDay.3524

LastDay.3524

Aside from Signet of Vampirism (which is just bizarre) the Necro signets don’t really need a massive overhaul.
They do need changes but not as massive ones, I think.

Signet of the Locust has a nice passive.
Some people already use it just because of it.
It doesn’t need to change.

I don’t use it because the Active sucks.
The Active needs to Stunbreak (like you suggested).
Also make it remove Immob and Cripple.
Would help with Necro’s crippling (ha) weakness to CC.

Activating it would mean you lose 25% move speed for 60s but get rid of Immob and Cripple right away.
An interesting choice to make, I bet!

Signet of Undeath’s Active used to be OP in sPvP.
It had a 2s cast time instead of the current 3s.
It was situational in PvE. Now pretty bad.

Return it’s cast time back to 2s in PvE.
Did anyone ever honestly feel that it was OP in PvE?
It’s was a weaker version of Warrior’s Battle Standard.
(Rightfully weaker as Battle Standard is an Elite skill)
This would make Necros more popular at world bosses.

Also maybe make it’s cast time 2.5s or so in sPvP?
2s was too fast, 3s is too slow.
Try 2.5 and see if it’s balanced or not.
Also make the cast animation super duber obvious with lots of shiny green things!

The Passive… well that part just sucks.
The Passive is too slow for an effect that only works in combat.
Just make it work both in and out of combat!
It’s still painfully slow, but would help saving up some Life Force during off-time.

Signet of Spite…
It works well with Feast of Corruption.
Meant for Hybrid builds, I think, but good in pure Condi builds, too.
I dunno if it’s Active really needs to be changed much.
Longer cast time or shorter range in sPvP, maybe?
In PvE I rarely use it, but it can be neat with Epidemic.
The Passive will eventually be good if the numbers keep getting pushed upwards!

Benight[Edge]

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Those Warrior signet changes would be terrible.

As a Warrior I do not want protection, ever.

Before you say that, you must ask yourself: how does a Warrior survive without godmode? Warriors often live through combat by means of popping invulnerabilities. Since I’m working to fix that, they can have tiny bursts of timed protection in place of those invulnerabilities. I am planning on increasing Healing Signet’s recharge, though. I’ll have to rework the healing output as well in order to balance the change properly.

I also don’t like tying the signets in with Adrenaline level,

All I’m hearing is “I don’t like working for powerful bonuses,” and “I want my huge, passive stat buff all the time.” Too bad. Learn to work for your bonuses and deal with limited windows of opportunity.

The addition of Protection would require reworking the ENTIRE class, which ANet would never do. Also, my point still stands that Protection is the Guardian thing, regen and health is the Warrior thing.

It isn’t “work” to gain adrenaline, you do it naturally by fighting. Some of those changes you make also screw you over for using your class mechanic, not good. It’s the same reason why Healing Surge isn’t good. If you don’t have adrenaline, the thing youre supposed to be using just like a Necro is supposed to use DS, it doesn’t heal for jack considering the CD. If you only have those bonuses while at full adren, you probably won’t have them very often at all. Even with the signets that give you boons at certain adrenaline levels, you don’t always have DIRECT control over when you get them. With Stances at least you control when those activate. You see a power spike coming, Endure Pain, Condis? Zerker Stance. If you wanted to save the Protection for when you actually WANT it that would require not hitting anything.

All this does is take more control from the player. It’s not random per-say but it’s not easily controllable either. I don’t want Protection while a guy is playing defensively but I also don’t want to let up the pressure. So again, I would never want these changes.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Swagg.9236

Swagg.9236

Ok, so first of all, I mostly love your Ele ideas, BUT there are some problems with the Elementalist signets this way, mostly with aura’s;
Signet of Fire’s passive Precision increase and Signet of Earth’s Toughness increase stack with Protection and fury to give you a better effect when you already have those boons. Changing this is a problem, because of Fire’s Embrace (Fire Shield on Signet use). With that trait, you have almost permanent Fire shield uptime, and with Zephyr’s Boon and Elemental Shielding, you consequently also have permanent fury and protection uptime. This would make Fire’s Embrace useless (think about it).

I don’t know if it would make Fire’s Embrace useless, but it would be vastly overpowered. I’ll try to think something up for this.

I do not like the signet of Air passive change, it would be better if it was 2 seconds on attunement swap, and even better unchanged.

I don’t want to leave it unchanged simply because it’s a permanent passive. I might lower the swiftness granted to 7 seconds, though. Seven seconds of +33% movement speed is only about 6% less than 10 seconds of +25% movement speed. At least that way, the total distance covered of the new proc would be roughly equivalent to the old passive within a given 10-second time-frame.

I also don’t like that you want every skill easily dodgeable (delays; NO).

The point of delays is to make combat more legible and fair while restoring importance to active damage mitigation (dodge, single blocks, positioning) and increasing skillful play (players now have to lead/predict their targets and aim/time their attacks).

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Posted by: Swagg.9236

Swagg.9236

Let me ask you this swagg. Your proposing changes to 7/8 professions with signets right? This would then change the level of balance in those 7 compared to the eighth. What positive changes are you proposing for that 8th profession?

“I want Engineer to have passives too. More passives.”

This is awful. That said, because I knew that someone would bring it up, the Gadgeteer trait could be reworked into providing similar bonuses to Gadget skills instead of “PRESS BUTTON, RECEIVE BOON.”

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Posted by: coglin.1867

coglin.1867

Let me ask you this swagg. Your proposing changes to 7/8 professions with signets right? This would then change the level of balance in those 7 compared to the eighth. What positive changes are you proposing for that 8th profession?

“I want Engineer to have passives too. More passives.”

This is awful. That said, because I knew that someone would bring it up, the Gadgeteer trait could be reworked into providing similar bonuses to Gadget skills instead of “PRESS BUTTON, RECEIVE BOON.”

You are apparently attempting to be rude and inflammatory here. Not only did I not mention anything about “Passives”, if you read any previous post on the topic, I am very clear that I dislike passive aspects in this game designed to be active and reactive. Your attempt at mocking with the parenthesis to suggest I am saying something I am not is your awful idea, not mine. That was all very constructive of you, thanks.

Question 1),…..Why do you assume gadgets are congruent to signets?

Question 2),……If you knew someone would bring up the left out profession, why did you leave it out?

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

(edited by coglin.1867)

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Posted by: Swagg.9236

Swagg.9236

Question 1),…..Why do you assume gadgets are congruent to signets?

Given that Gadgets (aside from Elixirs) are the only Engineer utility sub-set that doesn’t provide chain skills or additional weapon skills, they’re the most like signet skills. What’s more is that, unlike Elixirs, Gadgets don’t have a strong trait base. Therefore, they’re the best candidate for signet-like passives granted by a trait.

Question 2),……If you knew someone would bring up the left out profession, why did you leave it out?

Because Gadgets are not signets. This is a signet thread.

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Posted by: Swagg.9236

Swagg.9236

Signet of the Locust has a nice passive.

But it’s a passive. That’s what I’m working to remove.

I don’t use it because the Active sucks.
The Active needs to Stunbreak (like you suggested).
Also make it remove Immob and Cripple.
Would help with Necro’s crippling (ha) weakness to CC.
Activating it would mean you lose 25% move speed for 60s but get rid of Immob and Cripple right away.
An interesting choice to make, I bet!

It’s not an interesting choice; it’s a no-brainer. Immobilize kills people. Of course you would press the button. The active’s cool-down, however, is far too long for what it does.

In any case, I’d rather see a signet active that promotes active play rather than something that you press after you got hit by something.

Signet of Undeath’s Active used to be OP in sPvP.
It had a 2s cast time instead of the current 3s.
It was situational in PvE. Now pretty bad.

Getting players up with rez signets is very possible in PvP much less PvE. You simply have to be aware of what’s happening and sometimes trust in your teammates to make good decisions if someone goes down. Three seconds should be the base-line for all non-percentage-based revive skills (i.e. Toss Elixir R).

The Passive… well that part just sucks.
The Passive is too slow for an effect that only works in combat.
Just make it work both in and out of combat!
It’s still painfully slow, but would help saving up some Life Force during off-time.

“I want a free 8% life force gain every 10 seconds for doing absolutely nothing.”
Your jokes aren’t funny. You should take notes from that Big Tower guy.

Signet of Spite…
It works well with Feast of Corruption.
Meant for Hybrid builds, I think, but good in pure Condi builds, too.
I dunno if it’s Active really needs to be changed much.
Longer cast time or shorter range in sPvP, maybe?
In PvE I rarely use it, but it can be neat with Epidemic.
The Passive will eventually be good if the numbers keep getting pushed upwards!

Signet of Esports is cancerous because it is a game-ending ability with an average cast-time, no projectile and 1200 range on a 60-second base recharge. Moreover, it relies on sticky-targeting, which is awful. The new version forces the Necromancer to use timing and aim to get the most out of [Signet of Spite]. Moreover, it becomes a well-cued attrition tool rather than a “Press button to win game” skill.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

While I love the idea, signet passive basically becoming new traits while actives play directly off of the passives, I’m not a fan of the execution. I’m more of a fan of larger, meatier skills. Also, this would have been an excellent time to address under supported playstyles. Currently though, I’d rather keep the current signets as they are. The idea is there though. It would make signets builds much more attractive for many professions.

Fishsticks

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Posted by: LastDay.3524

LastDay.3524

But it’s a passive. That’s what I’m working to remove.

Why on earth would you remove passives?
That makes no sense at all.

It’s not an interesting choice; it’s a no-brainer. Immobilize kills people. Of course you would press the button. The active’s cool-down, however, is far too long for what it does.

In any case, I’d rather see a signet active that promotes active play rather than something that you press after you got hit by something.

Not entirely true.
You could opt to use a condi transfer or Consume Conditions, try to save the condi removal for later to keep the speed and have the stunbreak for… well, a stun.
Alternatively use the signet, hope to save the transfer for something else.

Getting players up with rez signets is very possible in PvP much less PvE. You simply have to be aware of what’s happening and sometimes trust in your teammates to make good decisions if someone goes down. Three seconds should be the base-line for all non-percentage-based revive skills (i.e. Toss Elixir R).

Toss elixir R is 1/4s cast and yeah it’s pretty nice.
You can toss it, then use CC on people trying to stomp your target.
The super short cast makes for the revive not being instant.

Signet of Undeath is an instant res, yes, but 3 sec is too long.
People usually die before it finishes casting.

In PvE it was so-so even at 2s way back.
The only place in PvE I ever found it useful was Lupicus, and now with 3s people usually die before it finishes casting.
It was never very popular in PvE, really.
At least it’s decent for Daily Reviver…

“I want a free 8% life force gain every 10 seconds for doing absolutely nothing.”
Your jokes aren’t funny. You should take notes from that Big Tower guy.

Signet of Undeath gives 1% Life Force every 3 seconds.
That’s 3% Life Force total in 9 seconds.

For comparison:
Scoring one hit with Staff’s auto-attack grants 4% Life Force.

In other words it’s almost nothing.
Still, it would slowly fuel you if you are stuck somewhere with nothing to build Life Force on.

No clue what you are implying with the tower thing?
In any case I would suggest you mind your manners here, keep it constructive.

Signet of Esports is cancerous because it is a game-ending ability with an average cast-time, no projectile and 1200 range on a 60-second base recharge. Moreover, it relies on sticky-targeting, which is awful. The new version forces the Necromancer to use timing and aim to get the most out of [Signet of Spite]. Moreover, it becomes a well-cued attrition tool rather than a “Press button to win game” skill.

In my opinion it just needs a more visible cast animation and longer cast time to make it more about risk/reward.
I agree that the weird targeting thing is awful, though.
Should get bug-fixed along with every other skill using the same targeting system.

To me your suggestion sounds like a new skill rather than a rework.
Something like “Spectral: Wall of Spite”
Also I wanna point out that (unless it has been changed) NPCs only have around 5% chance to crit.
The said skill would thus only really be useful against players, and only work well on builds that use lots of Precision.
(Heh, I do miss GW1’s Spiteful Spirit. Fun times!)

You have some interesting ideas in there but I realistically do not see Arenanet revamping existing skills in such a drastic fashion unless it’s a very popular idea.

Benight[Edge]

(edited by LastDay.3524)

The Signet Fix Initiative

in Profession Balance

Posted by: cheese.4739

cheese.4739

Combo breaker!

Very good. Enjoy your assured +1s. We can’t be creative enough to imagine anything other than the horrific status quo ANet has created for GW2 which is sustained by complacent, spoiled players. Might as well just make silly posts when confronted by scary ideas.

What makes it Horrific? Personally I feel they have done a fantastic job. I thoroughly enjoy the game every time I play. Every financial report from NCsoft of every quarter since the game released shows them surpassing profit projections for this game on a consistent bases. That to me is very solid evidence that it leans more toward flourishing and fun, not "horrific" as you claim.

Why do you assume everyone wants signets completely reworked by the way?

Swagg has essentially rewritten the game by now - there’re threads with huge lists of changes for every profession, and for runes/sigils somewhere too. They’re not so much suggestion/discussion threads as plans for a diffferent product entirely, with a combat system almost unrecognisable alongside gw2 since it’s been artificially slowed down with all these "delay" effects and the massive hatred for anything at all that’s passive.

Swagg: if you want there to be no passive play whatsoever, you’re going to have to remove armour and HP from the game.

(edited by cheese.4739)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Why on earth would you remove passives?
That makes no sense at all.

Based off of its core elements, GW2 tends toward active play. However, these elements are choked by passive effects and spam-centric game-play. Over time we have seen active components of GW2 such as dodging, positioning and timed blocks become less and less effective as spam-centric specs propelled by passive effects have come to dominate the game. By culling/removing/remaking such effects, we can have a game that’s based more on active/reactive game-play than what we have now: face-tank enemy passive-infused spam; retaliate with passive-infused spam; pray you aren’t wrecked by something off-screen/invisible procs.

Not entirely true.
You could opt to use a condi transfer or Consume Conditions, try to save the condi removal for later to keep the speed and have the stunbreak for… well, a stun.
Alternatively use the signet, hope to save the transfer for something else.

Once more, that’s not an interesting choice: that’s a rotation. You start with the skill that you’re least worried about using as an emergency button and move up from there based on the situation. Rotations aren’t choices; they’re schema.

The goal here is to make skills that break up schema. A long channel skill focused on party-healing would be a means to do that. If the player or a fellow party member is dying, it might be worth it to interrupt the current rotation in order to prevent anyone from going down.

Toss elixir R is 1/4s cast and yeah it’s pretty nice.

[Toss Elixir R] needs a 1-second cast-time at least.

Signet of Undeath is an instant res, yes, but 3 sec is too long.
People usually die before it finishes casting.

Not if you keep an eye on player hp bars. The best way to use a rez skill is to anticipate the down (almost plan it; say “Yeah, go down, I’ve got you. Just don’t move.”) and preemptively begin casting the skill at a predetermined location. Because it doesn’t require a target (the best part about those skills), it allows for clutch plays based on timing and planning. Lowering the cast-time just cheapens that aspect of the skill.

Signet of Undeath gives 1% Life Force every 3 seconds.
That’s 3% Life Force total in 9 seconds.

Alright, you’re talking about the current functionality. Yes. That’s a passive. I told you that I’m changing those.

In my opinion it just needs a more visible cast animation and longer cast time to make it more about risk/reward.

When a skill has a reward like “win the encounter,” cast-times aren’t going to be enough to balance it properly. Projectiles typically rely on the sticky-target system which is another thing from which I’m moving away with these suggestions. It’s much more intuitive for both players and opponents to have ground-targeted skills (circles or lines) with either delays, travel-time or—with regards to lines—hit-boxes that prevent effects from immediately affecting a target just because the line was placed over top of it.

To me your suggestion sounds like a new skill rather than a rework.
Something like “Spectral: Wall of Spite”
Also I wanna point out that (unless it has been changed) NPCs only have around 5% chance to crit.
The said skill would thus only really be useful against players, and only work well on builds that use lots of Precision.
(Heh, I do miss GW1’s Spiteful Spirit. Fun times!)

No new skills. Fix the old ones before adding new ones.

The Signet Fix Initiative

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

You really should open your threads with what the problem is, rather than what you’re trying to do so it ends up being like.

problem: signets is boring ey
solution: lets tie them into class mechanics
collateral damage: none cos my changes is sick, innit

Onto actual feedback:
Generally speaking, I don’t think this is a good idea.

Signets being deactivated when they’re on cooldown is meaningless when the skill they’re tied to is on cooldown as well. Right off the bat, Signet of Resolve- It doesn’t matter if it gets deactivated because your Resolve cooldown is longer than your Signet cooldown.

Secondarily, this system would let you double up on the effects of your traits. Consider a necromancer who flips Death Shroud to get boons; at the moment, he can get Retaliation, Fury and Stability if he’s specced fully in that direction. After the change, he’ll get this monster list of effects for pressing a single button:

Retaliation: 3s
Fury: 5s
Stability: 3s
Swiftness: 10s
8% Life Force
Pull 3 Conditions
8% Life Force on DS->Fear
(Minus one of these effects, because he only has 3 signet slots)

And when he leaves:
10s 2xMight
Drain HP on next attack
Cure a condition

All on a 7 second cooldown.

And I don’t even know what problem you’re trying to fix by making these changes. You’ve gone on in your previous threads about how everything should be counterable blah blah blah, when overhauling signets like this completely contradicts that idea by making the use of signets a very easy decision.

Nalhadia – Kaineng

(edited by Sarrs.4831)

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

The addition of Protection would require reworking the ENTIRE class, which ANet would never do. Also, my point still stands that Protection is the Guardian thing, regen

Guardian has a built-in class mechanic that grants regeneration. The passive regeneration provided by [Healing Signet] is overpowered. Moreover, hen an entire class is defined by a single skill because of the uncounterable passive bonus that it provides, there is a problem.

and health is the Warrior thing.

All that health does very little to stop Warriors from dying if they don’t run overpowered skills such as [Endure Pain], [Berserker Stance] and [Healing Signet]. Warriors need their godmode. The goal to fix that is to remove the invulnerabilities, remove the excessive passive regeneration and introduce clutch, active damage mitigation.

It isn’t “work” to gain adrenaline, you do it naturally by fighting. Some of those changes you make also screw you over for using your class mechanic, not good. It’s the same reason why Healing Surge isn’t good. If you don’t have adrenaline,

If you don’t have adrenaline, you don’t use [Healing Surge]. It’s a good way to manage a strong healing mechanic. This isn’t an “it’s underpowered” issue, it’s a “learn to play issue around the balancing mechanics” issue.

the thing youre supposed to be using just like a Necro is supposed to use DS, it doesn’t heal for jack considering the CD. If you only have those bonuses while at full adren, you probably won’t have them very often at all. Even with the signets that give you boons at certain adrenaline levels, you don’t always have DIRECT control over when you get them. With Stances at least you control when those activate. You see a power spike coming, Endure Pain, Condis? Zerker Stance. If you wanted to save the Protection for when you actually WANT it that would require not hitting anything.

Invulnerabilities are overpowered. They have no proper counter-play. For the sake of promoting consistent, two-way active play between a player and an opponent, invulnerabilities should be culled/removed and replaced with more active, single-use forms of damage mitigation.

All this does is take more control from the player. It’s not random per-say but it’s not easily controllable either. I don’t want Protection while a guy is playing defensively but I also don’t want to let up the pressure. So again, I would never want these changes.

The point of the protection on [Dolyak Signet] is to provide the Warrior with some damage mitigation at the opening of an encounter.

In any case, [Dolyak Signet]’s passive granting protection was sort of an off-handed thought that attempts to mimic the current passive. I suppose a lot of things could be granted from movement skills.

However, in the end, this is all ANet’s fault for making Protection absolute garbage. It would be a much better boon if it stacked in charges rather than intensity or duration. Each stack of protection would simply grant 1% damage reduction in the way that vulnerability stacks increased damage. If this were the case, we wouldn’t necessarily have to worry about the boon itself being overpowered in the hands of some classes. ANet’s fault.

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

problem: signets is boring ey
solution: lets tie them into class mechanics
collateral damage: none cos my changes is sick, innit

Onto actual feedback:
Generally speaking, I don’t think this is a good idea.

Signets being deactivated when they’re on cooldown is meaningless when the skill they’re tied to is on cooldown as well. Right off the bat, Signet of Resolve- It doesn’t matter if it gets deactivated because your Resolve cooldown is longer than your Signet cooldown.

Secondarily, this system would let you double up on the effects of your traits. Consider a necromancer who flips Death Shroud to get boons; at the moment, he can get Retaliation, Fury and Stability if he’s specced fully in that direction. After the change, he’ll get this monster list of effects for pressing a single button:

Retaliation: 3s
Fury: 5s
Stability: 3s
Swiftness: 10s
8% Life Force
Pull 3 Conditions
8% Life Force on DS->Fear
(Minus one of these effects, because he only has 3 signet slots)

And when he leaves:
10s 2xMight
Drain HP on next attack
Cure a condition

All on a 7 second cooldown.

And I don’t even know what problem you’re trying to fix by making these changes. You’ve gone on in your previous threads about how everything should be counterable blah blah blah, when overhauling signets like this completely contradicts that idea by making the use of signets a very easy decision.

I can see that as a problem. It’s difficult to come up with solutions, though, seeing that Necromancer has only 1 F-button. Even so, that’s a lot of DS-related traits and skills. Taking full signets (with these changes) and DS-related traits has the potential to make DS very powerful, but it consumes all utility slots as well as things like weapon-skill cool-down traits. It is a shame, though, that Necromancer has only 1 F-skill. It’s the same issue with Thief and Warrior. The Thief F1, for instance, is incredibly overpowered, but mostly because it’s an instant-cast direct-to-target teleport.

To speak more on the topics of the traits themselves, taking Foot in the Grave (Soul Reaping — XI) removes the possibility of taking Deathly Perception (Soul Reaping — XII), which is a very DS power-build-defining trait. Furthermore, to achieve the bonuses that you talked about in your post, you’d need to spend 50 trait points. Spending 50 trait points for a single weapon set is a risk in itself--especially when you have to make the decision between “Do I want to wreck everyone with [Life Blast] and run the risk of being CC’ed all the time or do I want to have some stability in order to get a few skills off while in DS?” Moreover, I already proposed a nerf to [Doom] that would add a 0.5 post-cast delay to its effect as a means to give the enemy player a way of seeing the fear coming. To that effect, CC’ing someone with [Doom] isn’t necessarily a near freebee anymore.

Despite all that, I get what you mean. I myself though that I was tying a few too many signet bonuses to DS activation, but I went with it anyway because that’s the point of this thread: the discussion. I’ll look into nerfing a few of the current necro signet passives/changing the means in which bonuses proc.

You really should open your threads with what the problem is, rather than what you’re trying to do so it ends up being like.

I just dislike repeating myself. I’ve already said a lot in regards to passives being bad and how this game uses a lot of active mechanics that are simply neutered by stacking passives and spamming skills. I guess I could force myself to put something else in the OP.

It still just boggles my mind that people think that loads of passives per player in a game without a dedicated healer is just… fine. Nobody thinks about these things.

(edited by Swagg.9236)

The Signet Fix Initiative

in Profession Balance

Posted by: Nike.2631

Nike.2631

I’m guessing the Superior Runes of Resistance would jump in price about 4-5 fold if any of this happened.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

The Signet Fix Initiative

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

I’m guessing the Superior Runes of Resistance would jump in price about 4-5 fold if any of this happened.

Could be cool. The 6/6 cool-down could maybe use an increase (maybe 45 or 60 seconds), but aside from that, it’d be interesting to see players use something else other than Lyssa, Divinity, Strength (what with the new changes) or condition-based runes.

The Signet Fix Initiative

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I can see that as a problem. It’s difficult to come up with solutions, though, seeing that Necromancer has only 1 F-button. Even so, that’s a lot of DS-related traits and skills. Taking full signets (with these changes) and DS-related traits has the potential to make DS very powerful, but it consumes all utility slots as well as things like weapon-skill cool-down traits. It is a shame, though, that Necromancer has only 1 F-skill. It’s the same issue with Thief and Warrior. The Thief F1, for instance, is incredibly overpowered, but mostly because it’s an instant-cast direct-to-target teleport.

Again, you’re approaching the problem in the wrong way. You’ve got an unclear goal from the outset, your solution to this unclear problem is creating very real problems, and those very real problems are causing you to bend over backwards to try to fix them. Go back to the start and accurately identify the problem with signets as it stands.

To speak more on the topics of the traits themselves, taking Foot in the Grave (Soul Reaping — XI) removes the possibility of taking Deathly Perception (Soul Reaping — XII), which is a very DS power-build-defining trait. Furthermore, to achieve the bonuses that you talked about in your post, you’d need to spend 50 trait points. Spending 50 trait points for a single weapon set is a risk in itself--especially when you have to make the decision between “Do I want to wreck everyone with [Life Blast] and run the risk of being CC’ed all the time or do I want to have some stability in order to get a few skills off while in DS?”

Few points here;
1. It’s kitten point spend. 10 in Spite, 15 in Curses, 30 in Soul Reaping.
2. It’s not really a “single weapon set” that benefits from it. You can use pretty much every weapon combination with it. Every necro has Death Shroud, every necro can use the boons that the trait spread gives, and every necro can use the boons that the signets would give.
3. That’s not quite the decision making process that you’d make. From the outset of the build, you’d be saying “do I want to murder people in the face with Life Blast” or “do I want to get a bunch of effects for turning on DS”.

Moreover, I already proposed a nerf to [Doom] that would add a 0.5 post-cast delay to its effect as a means to give the enemy player a way of seeing the fear coming. To that effect, CC’ing someone with [Doom] isn’t necessarily a near freebee anymore.

Basing suggestions on suggestions is, to put it gently, a little silly.

I just dislike repeating myself. I’ve already said a lot in regards to passives being bad and how this game uses a lot of active mechanics that are simply neutered by stacking passives and spamming skills. I guess I could force myself to put something else in the OP.

It still just boggles my mind that people think that loads of passives per player in a game without a dedicated healer is just… fine. Nobody thinks about these things.

There is nothing inherently wrong with a passive effect. This is an RPG; you have stats which have passive effects, but that doesn’t mean that there are no decisions going into those passive effects. When you take a signet- even if you’re planning on leaving it completely unused- you are making a conscious decision.

Signets already have decisions going into them with their use. Sure, some are less impactful than others (180 power on Signet of Spite- Who cares?) but when you activate a signet, you are losing out on something. If you leave your signets unused just to keep their passive effects, you’re losing out on something. Knowing when you can and can’t throw away your signet passive bonuses for their active effects is part of the game. The only way out of this is to get Written in Stone- but that’s already a huge investment that precludes getting another (and soon to be one more) very good traits.

Even this change to signets doesn’t ultimately affect that. It modifies skills that you probably already use- You’re still trading an active skill for a modifier to a different active skill. If you leave that signet unused, you’re still always pressing one less button- You’re just getting the benefits in a different way.

Nalhadia – Kaineng