break. I feel like they should be back by now..”
Change the "x% dmg towards enemy type" sigils
break. I feel like they should be back by now..”
Great idea! I often found myself questioning the usefulness of these sigils as well.
Yeah would be actually nice to have this because sigils are very un useful
also, what’s DR or BC???
tbh what makes the sigils bad is not what they are but what the game lacks, there is no reasonably tough content that has a focus on a specific enemy type that you’d want to redo enough to make a weapon set exclusively for that.
currently the best you get is the regular dungeons, but other than maybe CoF1 how many people actually redo the dungeons regularly beyond farming for an armour set they like?
If done right, this general idea could have some merit. I agree that the sigils are pretty useless as they are, but I have a few general concerns:
- It’s a new mechanic designed almost entirely around farming the same types of mobs over and over. I doubt ArenaNet wants to add more of this kind of thing.
- How does this interact with the current “Slayer” achievements? Those achievements are account-bound, not character-bound. So, as far as killing all these mob types is concerned, does that portion of the requirement stay account-bound? Or are all of our alts now reset to zero, and each have to grind 1500 mobs per type?
- Aside from simple farming/grinding, it makes vertical progression a priority. I don’t have an irrational fear of vertical progression the way some others do, but if you’re actually going to let characters work toward becoming more powerful in a permanent way, this doesn’t seem like a very fun way to do it. And should ArenaNet start designing their content with these mob-type buffs in mind? How much should they expect us to keep up? Is it fair to introduce a new dungeon or zone, with the expectation that everybody has these?
We already see enough elitism and impatience with the speed-running PUG crowd, insisting on all Berzerker geared warriors or whatnot for a 10-minutes-or-less CoF Path 1 run. Now they can add “only maxed Flame Legion damage” to their stupid requirements.
Each tier requires the purchase (or finding) of the corresponding sigil, 5 philosopher’s stone, and the corresponding trait manual…
The idea had potential, until you got into the details. Why the heck do we need to buy philosopher’s stones? And what do trait manuals even have to do with this? It sounds like you’re just tacking on arbitrary expenses, in addition to the grind of farming specific enemy types.
…to be taken to a new npc located in each major city (except La) to gain the benefits. players must go to their home city, norns cannot use DR and asurans can’t use BC, etc etc
I don’t know about this, it doesn’t seem to make any practical sense. We can already learn skills and buy trait manuals anywhere. Why should we have to go to our race’s home city for this? Maybe people should get out of Lion’s Arch more often, but this isn’t the way to convince them.
If you have to go somewhere to learn about tackling certain types of enemies more effectively, I would rather you had to go to a certain NPC in a place in the world that has something to do with that enemy type. Like, to get the edge against Flame Legion, you have to go talk to someone who has fought a ton of them in Fireheart Rise. Even better, if your requisite mob kills are part of a structured mission or mini-quest. If I were an asura and I wanted to learn to fight Flame Legion better, this would make a lot more sense to me than going to Rata Sum.
It’s about adding to the “living world”. If everything could be done in la, well its no wonder everyone is in LA. Its the global hub and the other racial cities serve no purpose atm. Sure make it availible in La to spec in this % dmg bonus towards enemy type X or Y but even the simple visit or 2 brings some activity to city Z.
I suggest phiolosopher’s stones just as something that must be aquired but also because it’s 1 of the few global currencies. I’d prefer something like some exclusive quest when you hit level 30, 40, 60 but that takes time and resources which isn’t gana happen for awhile because those resources are being hopefully being put towards the current flaws in pve and pvp.
break. I feel like they should be back by now..”
Many of the X% damage towards enemy archtype sigils are near npc price. This isn’t a problem with the market, this is a problem with their use. Something needs to be done with these sigils as they serve no benefits to people over the other permanent sigils (that have no temporary conditions).
break. I feel like they should be back by now..”
The vs certain enemy type need an additional stat to make them attractive. Like a kill that enemy type and gain a stat buff that lasts 1 min and each kill stacks duration. Still semi situational but allows for continuing vendor once you move away from that area.
I would much rather see them all become a plus to damage for sprees of the same enemy type. Killing a new type rests the counter but continued kills of the same new type restack the bonus.
Or a dmg bonus with a double or triple effect for certain enemy types
Any of these would be better
The vs certain enemy type need an additional stat to make them attractive. Like a kill that enemy type and gain a stat buff that lasts 1 min and each kill stacks duration. Still semi situational but allows for continuing vendor once you move away from that area.
I would much rather see them all become a plus to damage for sprees of the same enemy type. Killing a new type rests the counter but continued kills of the same new type restack the bonus.
Or a dmg bonus with a double or triple effect for certain enemy types
Any of these would be better
Reminds me of the bloodlust sigil (power on kill, lose stacks when downed). In dungeons however there is some variation of enemies so idk how that would work without pushing people to skip even more content in them (“skip the spiders, I don’t wana lose my stacks!”)
Can’t sigil swap so really these sigils need to fill some shoes at this point. Unless you’re trying to show off some high crit (sigil of force only 5%, dmg vs. enemy archtype is 10%) it isn’t practical. The second you fight something that isn’t enemy type X that sigil is doing nothing.
break. I feel like they should be back by now..”