Sigil Changes needed.

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Remove all Internal Cooldowns on all Sigils Except.
Superior Sigil of Purity 60% chance to remove a condition on critical.
Superior Sigil of Nullification 60% chance to remove a boon on critical.
Sigil of Generosity 20% / 40% / 60% chance to transfer a condition to your foe on critical hit
All the Sigils now have lessened/changed effects to go with this change.

Sigil of Air 10% / 20% / 30% chance to cause a lightning strike on a critical hit.
(A new Lightning Strike, this one deals much less damage, but no more Internal CD.)

Sigil of Blood 10% / 20% / 30% chance to life steal on critical.
(The heal has been reduced to 275, and is not effected by healing power.)

Sigil of Earth 35% / 50% / 66% chance to do a 1.5 seconds bleed on critical hit.
(No more internal CD, but only 1.5 second bleed.)

Sigil of Fire 10% / 20% / 30% chance to cause flame blast on critical hit causing AoE damage.
(A new Fire skill is made for this sigil, but it does reduced damage.)

Sigil of Frailty 35% / 50% / 66% chance to cause vulnerability for 10 seconds on critical hit.
(No more internal CD, doubled proc rate, 10 seconds is fine for 1 vulnerability.)

Sigil of Ice 5% / 10% / 15% chance to cause a 1 second chill on a critical hit.
(No more internal CD, but proc chance reduced.)

Sigil of Strength 35% / 50% / 66% chance to apply might for 5 / 7 / 10 seconds on critical.
(No more internal CD, proc rate increased.)

Sigil of Rage 33% chance to gain fury and swiftness for 1 / 2 / 3 seconds on a critical hit.
(Quickness removed, unpredictable quickness with a 45 second CD on all Sigils was useless anyways.)

Sigil of Water 10% / 20% / 30% chance to Heal nearby allies on critical hit.
(Description fixed, internal cooldown removed, heal amount reduced to 175, this IS effected by healing power, but very little.)

This will change things for the better for gameplay and make a lot of sigils not only fun to use but help some classes with some of there faults, and would improve gameplay.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

We need sigils that don’t revolve around critical hits and also have their own unikittenfects.
Sigil of Water, as an example, should be a chance with every hit at 5/10/15 % chance.

The game should really focus less on critical hits and more on dependable hits in regards to sigils.

Sigil Changes needed.

in Suggestions

Posted by: Jrunyon.3012

Jrunyon.3012

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Nesmee – Thief
[OHai] – Northern Shiverpeaks

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Explain how it would be OP, and why, and sigils on critical are pretty much useless without going full precision anyways.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Explain how it would be OP, and why.

Axe/axe warrior, every attack is 2 hits+ witht heir own chance to proc a sigil. Without an internal cooldown I could be a fire breathing dragon spewing out damage far faster than sigils were ever ment to be doing.

Your suggestion about removing internal cooldowns would create overpowered builds, and render the builds that don’t bump crit chance worthless when someone else could be cranking damage from endless chains of sigil proc.

25% bas crit chance, 30% base sigil chance, test it…you will proc the sigil every single time it is off the cooldown. That is what a non precision build can do. No equip a weapon like warrior axe in your main hand and test the number of crits, the 25% chance over an hour of near nonstop attacking will net you closer to 40% crit chance in actual hands on testing. Boost the hero pane crit chance to 30% only a 5% increase, and your number of actual hands on crits will be around 50%.
And you want to give me access to crit chance based procs with no internal cooldown?

If I was zerker build with full sigil boost I could push my base crit chance over 60% add ontop of that a near constant fury and I could sit at 80% crit chance or higher.

Removing cooldowns from the sigils will always be a bad idea.
I however propose we remove the need to crit from them so non-precision builds can make better use of them.

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Explain how it would be OP, and why.

Axe/axe warrior, every attack is 2 hits+ witht heir own chance to proc a sigil. Without an internal cooldown I could be a fire breathing dragon spewing out damage far faster than sigils were ever ment to be doing.

Your suggestion about removing internal cooldowns would create overpowered builds, and render the builds that don’t bump crit chance worthless when someone else could be cranking damage from endless chains of sigil proc.

25% bas crit chance, 30% base sigil chance, test it…you will proc the sigil every single time it is off the cooldown. That is what a non precision build can do. No equip a weapon like warrior axe in your main hand and test the number of crits, the 25% chance over an hour of near nonstop attacking will net you closer to 40% crit chance in actual hands on testing. Boost the hero pane crit chance to 30% only a 5% increase, and your number of actual hands on crits will be around 50%.
And you want to give me access to crit chance based procs with no internal cooldown?

If I was zerker build with full sigil boost I could push my base crit chance over 60% add ontop of that a near constant fury and I could sit at 80% crit chance or higher.

Removing cooldowns from the sigils will always be a bad idea.
I however propose we remove the need to crit from them so non-precision builds can make better use of them.

The Sigil of Fire would be reduced by 80% the damage it currently does, it would indeed give you more damage, but its an AOE attack, it would be more of a fun thing then anything.

I said before, it would not be the same damage, it would be reduced by a lot to go with what it currently is, but be a lot funner to use.

Flameblast
Damage: 84
Radius: 450

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Jrunyon.3012

Jrunyon.3012

I said before, it would not be the same damage, it would be reduced by a lot to go with what it currently is, but be a lot funner to use.

Flameblast
Damage: 84
Radius: 450

Honestly, I would no longer use any of the visible weapon procs if the cooldown was removed. It would be ridiculously annoying to see fire blasts going off every single time I hit an enemy, not to mention people around me hitting enemies. This would not be fun at all.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I said before, it would not be the same damage, it would be reduced by a lot to go with what it currently is, but be a lot funner to use.

Flameblast
Damage: 84
Radius: 450

Honestly, I would no longer use any of the visible weapon procs if the cooldown was removed. It would be ridiculously annoying to see fire blasts going off every single time I hit an enemy, not to mention people around me hitting enemies. This would not be fun at all.

Aesthetics and game mechanics arn’t the same, the effect can always be changed to something else.

It is a lot better then nobody using sigils.

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Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Sigil Changes needed.

in Suggestions

Posted by: Jrunyon.3012

Jrunyon.3012

Aesthetics and game mechanics arn’t the same, the effect can always be changed to something else.

Half the reason I use the sigil is so I can see the awesome flame effect. I didn’t say it was an unnecessary effect, just that seeing it every second would be too much.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Honestly, I would no longer use any of the visible weapon procs if the cooldown was removed. It would be ridiculously annoying to see fire blasts going off every single time I hit an enemy, not to mention people around me hitting enemies. This would not be fun at all.

Aesthetics and game mechanics arn’t the same, the effect can always be changed to something else.

Half the reason I use the sigil is so I can see the awesome flame effect. I didn’t say it was an unnecessary effect, just that seeing it every second would be too much.[/quote]

It can always be reduced, I loved in Diablo where my weapons would set things aflame over/over when I had certain traits or gems.

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Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.

The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.

It would do a lot better damage in 40 seconds then the other sigil would, but it wouldn’t do nearly the burst damage it could before, I think its more of a fix then that.

I have an 80 in full zerker, and I would rather they are to be what they are like now then what I’m wanting to change them to be, because I would rather kill someone in 1-3 seconds with a powerful and damaging sigil then one that does poor damage but procs a lot.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.

The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.

You aren’t seeing the problem. The damage would be insanely HIGHER.
20% of the current damage, 5 procs reaches the same damage. If I can hit 10 times in 3 seconds, that is easily 4 procs guarenteed. If every 7 seconds you proc 5 times you reach the current damage. If the proc cooldown was 30 seconds. You just trippled the damage output of the sigil.

You are making zerker build even farther the best option.

It is better to remove the need to crit from sigils than to remove the internal cooldowna nd show even more favor of precision builds.

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.

The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.

You aren’t seeing the problem. The damage would be insanely HIGHER.
20% of the current damage, 5 procs reaches the same damage. If I can hit 10 times in 3 seconds, that is easily 4 procs guarenteed. If every 7 seconds you proc 5 times you reach the current damage. If the proc cooldown was 30 seconds. You just trippled the damage output of the sigil.

You are making zerker build even farther the best option.

It is better to remove the need to crit from sigils than to remove the internal cooldowna nd show even more favor of precision builds.

Explain how the damage would be higher, because I said before I was reducing its damage a lot to compensate for making it proc more, even if you had axes, you would only be hitting an 54-84 base damage aoe, even with 150% Critical Bonus, lots of Power, that may only hit up to 300-400 damage critical max. When currently, it can hit for 2-3k max.

It would favor Knight’s a lot more, because they can live long enough to actually get the procs off, where a Zerker would melt if they were focused on.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

Daecollo,

For sake of number easement let us make these mathematical assumptions to make the visualization easier.
Let us say Sigil of Air has a 30 sec cooldown and does 1000 damage in the current system.
In your system it has no cooldown and does 200 damage.

In the current system it can only proc once every 30 seconds, meanign the sigil does at BEST 1k damage every 30 seconds.
In your system without an internal cooldown and going with 5 procs every 7 seconds (axe/axe could get much higher due to sheer number of hits) You are doing minimum 3k damage every 30 seconds.

You trippled the damage potential of the sigils. Do you understand now?

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Daecollo,

For sake of number easement let us make these mathematical assumptions to make the visualization easier.
Let us say Sigil of Air has a 30 sec cooldown and does 1000 damage in the current system.
In your system it has no cooldown and does 200 damage.

In the current system it can only proc once every 30 seconds, meanign the sigil does at BEST 1k damage every 30 seconds.
In your system without an internal cooldown and going with 5 procs every 7 seconds (axe/axe could get much higher due to sheer number of hits) You are doing minimum 3k damage every 30 seconds.

You trippled the damage potential of the sigils. Do you understand now?

30% Chance on Critical: Cause a Lightning Strike (Cooldown: 5 Seconds)
Strike your foe with lightning.
Damage: 403
Range: 900

THIS FAVORS burst DPS a lot more then sustained DPS.

Removing the cooldown, and reducing its damage to this.
30% Chance on Critical: Cause a Lightning Strike.
Damage: 63
Range: 900

I tripled potential damage, but it GREATLY favors sustained damage over burst, and makes the proc much funner over all, since its not so restricted to one build / playstyle, and the playstyle (burst) needs a nerf anyways.

30 seconds is a huge CD, and your right, it would be rediculous if that was the case, but it has a 5 second cool-down, not a 30 second one. 5 seconds is how long most “burst” rotations take.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Runiir.6425

Runiir.6425

And you ignored my post.

It is still entirely possible to get 5 procs in 5 seconds, more infact.

Look at the math, get out of your headspace and look at the math. If you remove an internal cooldown you are favoring crit builds. The math is stacked so heavily against you that you don’t seem to want to admit it.

The only good thing to do is remove the need to crit to make the sigils more useful for non precision based builds.

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

And you ignored my post.

It is still entirely possible to get 5 procs in 5 seconds, more infact.

Look at the math, get out of your headspace and look at the math. If you remove an internal cooldown you are favoring crit builds. The math is stacked so heavily against you that you don’t seem to want to admit it.

The only good thing to do is remove the need to crit to make the sigils more useful for non precision based builds.

It is, but that just means your lucky. I wouldn’t use any “CRITICAL” sigils without a lot of critical chance.

And “crit builds?” favoring them? how so?

If your not going fully on critical then you shouldn’t even bother getting it and stick with condition damage.

If you got 5 procs in 5 seconds, that would be x1.4 less the damage it did before, congratulations.

Of course, its possible to get even moreso in 5 seconds, but that would just make more possible build combos and probably make the current game a lot funner.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Sigils, same as Runes and all other upgrades do need absolutely some buffs and changes, so that they become all more useful…

Most of the stuff is so useless or mostly only usefull for specific classes or skill/trait combos to make best synergies out of them.
This must be changed.

All those Upgrades should be more universal usefull for all classes, regardless of trait settings, regardless of whether you are precision builded or not, without stupid way too long CD’s.
Upgrades should help in first line to make your characters become more epic and in general more effective.
They should fine tune your characters with special effects eather, or with significant buff effects on which they players shpould have active control of and not be something, that just can luckily trigger and that mostly always then, when you basically don’t need it and then when you need those effects, it doesn’t trigger most of the time… such systems are bull…

The upgrade system of GW1 was in this point partweise better. Weapons needed 2 upgrades to make them perfect.. 1 for prefix bonus and one for suffix bonus.
Why can’t this be again like this so in GW2 too simple??

Status Buffs should come from the required level of the weapon as they already work, then two extra effects should become avaiable through upgrade components (what decides also the final name of the weapon).
Special Effects should come from runes or infusions as they should have for this an seperate slot

Lets make an example of how weapons work now for example and how it should look like after my suggested changes. Currently it looks like this:

Berserkers Sword of Rage (80 Legendary) (name is just example)
- Weapon Power

  • Stat 1
  • Stat 2
  • Stat 3
    - Sigil (Upgrade)

After Changes:

Furious Berserker’s Sword of Rage (80 Ascended/Legendary)
- Weapon Power

  • Stat 1 (Level 20 onwards)
  • Stat 2 (Level 40 onwards)
  • Stat 3 (Level 60 onwards)
    - Sigil (Prefix Upgrade) (Level 15 onwards)
    - Rune (Suffix Upgrade) (Why should only armors get runes?) (Lvl 50 onwards)
  • Infusion Slot (Omni) (Lvl 80)

Sure, this would mean, that weapons would become a bit more powerful due to more effects on them, but this could get balanced by decreasing Maximum Weapon power for all weapons in general a bit and increasing slightly also maximum defense of armory very slightly.

I’ll post later here some more detailed suggestions about sigil/rune changes ect..
PS: Runes should get differentiated between Weapon Runes and Armor Runes, whereas Weapon Runes should come again in 2 different versions. Singular Weapon Runes and Dual Weapon Runes.
Singular Weapon Runes are stronger and can be used only for 2H Weapons.
Dual Weapon Runes are weaker, but can be paired for 1H weapons to get a nice synergize effect, if being paired with other DIFFERENT dual weapon runes or increase in power, when being paired together with Dual Weapon Runes of the same type)

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I believe sigils still need changed.

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