There are a lot of beta relics that needs upgrading from beta concept of the 119g for yellow rarity cultural armors to items created when inflation was a problem to unfortunately, seemingly forgotten forms of currency (trade karma for treasure seeking shovels plox). There is a lot that needs to be upgrading and attention from 2012.
Sigils received quite an nice upgrade, Guild Wars 2 best patch, allowing the ability to equip two same Sigil types. However, this mechanic upgrade was a double edge sword, and sort of still is. Despite some problems, it was like a breath of fresh air in a very stale enviroment.
Anyone else feel that there are a lot of dry Sigils? I’m not talking the current ones like Sigil of Mischief or Sigil of Renewal but look at how many ones that are just poorly thought out.
- Sigil of Benevolence, each stack increases outgoing healing.
On paper, sounds interesting but in battle, “LETS KILL STUFF SO I CAN HEAL YOU MOAR!”
Yeah… No.
Increasing stats =/= Increasing fun.
One thing a lot of game designers need to keep in mind is that in a game where you design and grow a character from the ground up, in a way, it’s legos.
Building blocks, stuff the players take and morph into something themselves. You start with a base and add to it.
Lets look at a base for this Sigil, who do we wish to cater it too? You want to also be a support Sigil and appeal to support players. All sigils have an combat use, focusing on triggering on kills, dodges and hits.
- Sigil of Benevolence, heal nearby allies when you hit a foe.
5 second cooldown
Interesting but where will that block go? It can go with any build really, which is exactly the problem. You’re not building, you’re increasing. You must limit it’s use to make it more appealing. “Playing healing for everyone? Here is healing more for everyone!”
- Sigil of Benevolence,
heal nearby allies when you hit a foe.granting might to allies also heals them.
2 second cooldown
That’s waaaay to limiting and it’s catering too much to fire combo fields, not to mention doesn’t stick with the theme, dodge, hit or kill. This would be more for Runes or traits rather than a Sigil.
- Sigil of Benevolence,
granting might to allies also heals them.20% chance when you hit a foe, heal a nearby ally with the lowest health.
2 second cooldown
Now we are getting somewhere, but it’s building block is still too gimmicky. Following the trend of “here is more healing” and it can be even better.
- Sigil of Benevolence, 20% chance when you hit a foe, heal a nearby ally with the lowest health and grant them might (5 seconds).
5 second cooldown
Now we are talking! This is a perfect building block that appeals to people that like playing support that fits in with Sigil of Water and Sigil of Renewal. Do you wish to favor more healing or lean towards a little offense for your team?
It all falls back onto building, not increasing. Once you have a base, build onto it.
Now if support could only be useful in PvE, HMMMMMMMMMMMMMMMMMMMMM
cough
This is a good start for making dungeons hard and the option to make them easy.
cough
(edited by Nova Stiker.8396)