An item that eats sigils WITH NO CONFIRMATION

An item that eats sigils WITH NO CONFIRMATION

in Guild Wars 2 Discussion

Posted by: ArchonWing.9480

ArchonWing.9480

Maybe make sigils salvagable into stackable junk?

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

An item that eats sigils WITH NO CONFIRMATION

in Guild Wars 2 Discussion

Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Make sigils salvage into wood or metal and make runes salvage into cloth or leather.

Be careful what you ask for
ANet may give it to you.

(edited by Just a flesh wound.3589)

An item that eats sigils WITH NO CONFIRMATION

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Instead of another ‘eater’ item, adding material storage for runes and sigils would help this problem immensely. Clearing stacks of 100+ runes and sigils that have accumulated is far easier than dealing with them individually, even for the laziest of us.

This, also, more uses for sigils. There are a handful of crafting/scribing recipies that require sigils as a crafting component.

The X vs. Enemy type sigils are slowly being phased out of the game anyway so they need more uses. A quick and dirty fix for that is statues for scribing, since their value is already so low, a direct upgrade path via crafting for those would be a good idea, like 4x minors+dust=major and so on.

You could right click deposit the sigils, scribes could turn them in to statues of various mobs (quick pose/material swap for the art assets for scribing statues)

Could also tie them in to collections for titles. 250 sup centaur slaying sigils+centaur slay achievement + drops from completing all centaur zones + drop from killing ulgoth = Unique centaur themed ascended backpack? I figure backs are a good idea since there are so few acquisition methods for ascended backs, and backs are class/build/character model agnostic as items.

For the non-mob sigils, LEGENDARY sigils/runes craftable by jewelers (jewelers need more than this for 400-500 but its a start) would also be a good sink. Make the gifts require stacks of a large number of sigils to complete, and get a sigil/rune legendary with the same stat swap function as the weapons. Considering that for a full set, you’d want 6 runes and 2-4 sigils, that’d be a useful but not balance destroying way to sink them from the economy, give legendary owners something they’ve wanted for a long time, and increase their value so that having all those stacks in your bank tab feels like decent loot and not annoying trash.

Finally, the ability to craft more esoteric/weird infusions would be another logical place to use lots of runes/sigils as crafting components (and another good idea for 500 jeweler) Considering the non-stat effects of infusions are deliberatly situational, infusion slots seem like a much better place to buff vs. mob type bonuses rather than sigil/nourishment slots. Could provide unique mob inspired auras, MF versus mob type, and other such things.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ