How will you name dual Sigil weapons?

How will you name dual Sigil weapons?

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Q:

How will you name dual Sigil weapons?

with both suffixes at the end?
Apothecary’s Pearl Broadsword of Bursting of Purity
Apothecary’s Pearl Broadsword of Purity of Bursting

with “and” in it?
Dire Greatsword of Frailty and Strength
Dire Greatsword of Strength and Frailty

or with one of them becoming a prefix?
Bloodlust Berzerker’s Ceremonial Scimitar of Doom
Doom Berzerker’s Ceremonial Scimitar of Bloodlust

or simply name everything Twilight?

Rampager’s Destroyer Greatsword of the Hydromancer of the Geomancer!
Icebrood Slaying Sentinel’s Destroyer Greatsword of Elemental Slaying!
(if that even makes sense)

Edited for more options.

(edited by Turtle Dragon.9241)

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Posted by: Doctor Orderly MD PhD DDS.7625

Doctor Orderly MD PhD DDS.7625

Wouldn’t a weapon of Frailty of Strength actually debuff your character? :P

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Posted by: Hammerguard.9834

Hammerguard.9834

Why not Apothecary’s Pearl Broadsword of Fragility and Strength?

… I still want tengu.

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Posted by: Auesis.7301

Auesis.7301

It’s going to be either “and” or no suffix at all.

Gnome Child [Gc]
Resident Thief

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Posted by: Otaur.9268

Otaur.9268

How will you name dual Sigil weapons?

with both suffixes at the end?
Apothecary’s Pearl Broadsword of Frailty of Strength
Apothecary’s Pearl Broadsword of Strength of Frailty

or with one of them becoming a prefix?
Bloodlust Berzerker’s Ceremonial Scimitar of Doom
Doom Berzerker’s Ceremonial Scimitar of Bloodlust

or simply name everything Twilight?

Rampager’s Destroyer Greatsword of the Hydromancer of the Geomancer!
Icebrood Slaying Sentinel’s Destroyer Greatsword of Elemental Slaying!
(if that even makes sense)

Berserker’s Bloodlust Scimitar of Doom

Blackfang’s Demon Alliance [BfDA]

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Posted by: Ignavia.7420

Ignavia.7420

Why not Apothecary’s Pearl Broadsword of Fragility and Strength?

Clean and easy solution.

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Posted by: Wanze.8410

Wanze.8410

The question is, if named 2h weapons will have a 2nd sigil on them or not.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Orpheal.8263

Orpheal.8263

There are so many possible new suffix’ there to be used.

Why not simple use both suffix fro mboth weapons and make a new suffix out of both in relationship of what the two used suffix were?

Example:

Apothecary’s Pearl Broadsword of Frailty
Apothecary’s Pearl Broadsword of Strength

= Apothecary’s Pearl Broadsword of Devastation

Devastation becoming a new Suffix for when combining Frailty with Strength
That way when you see the suffix Devastation on a Weapon, then you can clearly know direct, which kind of Sigils are on that weapon combined.

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

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

There are so many possible new suffix’ there to be used.

Why not simple use both suffix fro mboth weapons and make a new suffix out of both in relationship of what the two used suffix were?

Example:

Apothecary’s Pearl Broadsword of Frailty
Apothecary’s Pearl Broadsword of Strength

= Apothecary’s Pearl Broadsword of Devastation

Devastation becoming a new Suffix for when combining Frailty with Strength
That way when you see the suffix Devastation on a Weapon, then you can clearly know direct, which kind of Sigils are on that weapon combined.

Involves way too much coding and way too many names.
If there are 60 sigils, and there is a combination for each 2 sigils:
Frailty + Strength = Strength + Frailty
which is 60 + 59 + 58 + 57 + … + 2 + 1 names required.

Edit: math

(edited by Turtle Dragon.9241)

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Posted by: Ignavia.7420

Ignavia.7420

There are so many possible new suffix’ there to be used.

Why not simple use both suffix fro mboth weapons and make a new suffix out of both in relationship of what the two used suffix were?

Example:

Apothecary’s Pearl Broadsword of Frailty
Apothecary’s Pearl Broadsword of Strength

= Apothecary’s Pearl Broadsword of Devastation

Devastation becoming a new Suffix for when combining Frailty with Strength
That way when you see the suffix Devastation on a Weapon, then you can clearly know direct, which kind of Sigils are on that weapon combined.

Involves way too much coding and way too many names.
If there are 60 sigils, and there is a combination for each 2 sigils:
I end up with 60! different names of sigils
which is 60 × 59 × 58 x 57 × ... × 2 x 1 names required.

I don’t quite get your math. If you have 60 possibilities for the first sigil and 60 possibilities for the second sigil, there are 60×60 = 3600 different options overall. Disregarding order there would be 1800. Nonetheless this is way to complicated.

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

There are so many possible new suffix’ there to be used.

Why not simple use both suffix fro mboth weapons and make a new suffix out of both in relationship of what the two used suffix were?

Example:

Apothecary’s Pearl Broadsword of Frailty
Apothecary’s Pearl Broadsword of Strength

= Apothecary’s Pearl Broadsword of Devastation

Devastation becoming a new Suffix for when combining Frailty with Strength
That way when you see the suffix Devastation on a Weapon, then you can clearly know direct, which kind of Sigils are on that weapon combined.

Involves way too much coding and way too many names.
If there are 60 sigils, and there is a combination for each 2 sigils:
I end up with 60! different names of sigils
which is 60 × 59 × 58 x 57 × ... × 2 x 1 names required.

I don’t quite get your math. If you have 60 possibilities for the first sigil and 60 possibilities for the second sigil, there are 60×60 = 3600 different options overall. Disregarding order there would be 1800. Nonetheless this is way to complicated.

Correct, my math is bad.

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Posted by: Orpheal.8263

Orpheal.8263

We have currently 64 different Sigils,
Who says, that after the change on Sigils or in general in upcoming changes, this must stay so.

Alot of the existing Sigils are totally useless and should get removed and reiterated to make better and more useful game improvements out of them.
For example all of these totally useless slayer sigils that increase the dame version only 1 single type of enemy species.
Who the hell really uses these Sigils? Nobody to be true.

That are directly whopping 18 complete obsolete Sigils which should get removed out of the game and the system behind that should get reinvented as a better system for character progression towards all of these enemy species so more we kill of them, so better we should become at killing what we killed already thousands over thousands of times

That lets the 64 Sigils sink down to 46

Condition Duration Sigils are also obsolete, that are effects, which ANet should better move into the Trait Lines instead of makign Sigils out of these specific effects.
Would be another 8 useless Sigils to remove from the game bringign the total sum down to 38

The delayed on kill Sigils are 100% useless and should simply be all removed to. Now we are at the 35 real useful Sigils that are left.

And even there I think some of them could get merged.
Like Sigil of Luck and Sigil of Speed and Sigil of restoration with Sigil of Stamina.
Would further reduce the Sigils to 33

If Anet would do this, we would have 33*33 combination options =1089 Options.
Far more feasible
I think it would be really good for the game, if anet would remove all that junk of sigils out of the game and bring the amount of sigils down from 64 to 33.

Adding new Suffixnames is not complicated, its quick done, just takes some time to think out that amount of viable Suffix and the coding of these won’t be imposible.
Again ,would take just some time to code those 1089 combinations into some kind of list for the gamre, that lets the game decide which kind of new suffix the item gets, if you combine X with Y.

Its just like making some kind of big Excel Chart and coding that game mechanic of equipping 2 sigils to a 2h weapon with a Search Reference to make the game show you the correct new Suffix
—-

Surely woult that other suggestion be clear and simple, but the result would in my personal taste just look super stupid to me, making the already long weapon names only nonsensically longer instead of staying at the system of always having only 1 prefix and 1 suffix and thats just only possible, if you merge the 2 suffix into 1 new suffix.

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

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

@Orpheal

The amount of different types of sigils must stay so because they cannot remove current content, not at least without giving us compensation. Let’s say tomorrow they decided to remove all sigils from everyone’s weapons and inventories so people can buy new sigils because certain sigil types dont exist anymore. Everyone would be raging.

It is already borderline that they are changing the stats Runes, specially after people spent so much gold on their current Runesets. This is called Bait and Switch, the Runeset is advertised as something before you buy it, then changes to something else due to whatever crazy nerf patch decides to hit.

The minimum here is that people get to keep their current Runesets and Sigils, even though changed, while looking at new stuff. You cannot remove things from people’s inventories.

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Posted by: Tman.6349

Tman.6349

@Orpheal

The amount of different types of sigils must stay so because they cannot remove current content, not at least without giving us compensation. Let’s say tomorrow they decided to remove all sigils from everyone’s weapons and inventories so people can buy new sigils because certain sigil types dont exist anymore. Everyone would be raging.

It is already borderline that they are changing the stats Runes, specially after people spent so much gold on their current Runesets. This is called Bait and Switch, the Runeset is advertised as something before you buy it, then changes to something else due to whatever crazy nerf patch decides to hit.

The minimum here is that people get to keep their current Runesets and Sigils, even though changed, while looking at new stuff. You cannot remove things from people’s inventories.

He’s talking about weapon sigils which have nothing to do with armor rune sets. Furthermore, he’s right about the 30ish useless sigils that don’t have much room in the game tbh.

The only place a can really see the Slayer sigils getting any use is for particular min/max setups for dungeon speed clears. This could easily be remedied by attaching them to the ‘Slayer’ Achievements and/or FINALLY fixing potions to take their place.

The ‘Condi’ sigils are nearly worthless except a few niche builds that might use them to get a ‘tick’ rounded up but the loss of them wouldn’t make or break anything IMO.

The delayed ‘on kill’ sigils are probably the single most useless upgrade in the game IMO and demonstrate a completely flawed execution of a, seemingly, neat idea. Tbh I’d rather take a garnet pebble than to rely on proccing one of these at a beneficial moment. I doubt anyone other than maybe a (stubborn) minionmancer would miss any of these.

Combining the other four mentioned could be pretty op tbh but they could still be much better balanced IMO. A random chance to get a random short duration boon sounds silly in any build even if it is ‘Luck’. The just did an overhaul of random things like this didn’t they (engis)?

I don’t think naming combinations is the answer though. Tbh I don’t even see why they’re adding a second sigil slot in the first place. Two-handed weapons already have an inherent 10% damage boost as well as, generally, better skill synergy over their one-handed counterparts. At this loss of damage and synergy, the one-handed weapons get a second sigil and a bit more skill variety over the two-handed weapons. It has always seemed balanced to me.

If a second sigil is added to two-handed weapons, I can just imagine a ‘two-handed only’ meta coming down the pipeline. This will be used in tandem with the new zerker gear to almost nullify the Ferocity changes and only push min/maxers further into a
‘two-handed, melee, zerker only’ meta which will maintain our current problems. It will also alienate other gear sets AND weapons. Greatsword of Force and Perception anyone? I can already imagine the speculators licking their chops as the dollar signs flash across their squinted, beady eyes! I guess we’ll see what comes out in the wash and calculate our buffs/nerfs a few months down the road. We have all the adventure of an MMO WITH the fun of a rollercoaster here at GW2!

(edited by Tman.6349)

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Posted by: steelwolf.9864

steelwolf.9864

Two-handed weapons already have an inherent 10% damage boost as well as, generally, better skill synergy over their one-handed counterparts.

The 10% damage boost is meaningless since all the skills that use the damage modifier are tied to the weapon itself and the skills themselves are balanced accordingly.

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Posted by: zenleto.6179

zenleto.6179

I shall name mine Inigo! And he shall be a master. But unfortunately, second best.

Fire up the Hyperbowl ma, we’re going to town!

Would you like some hard cheeze with your sad whine?

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Posted by: Orpheal.8263

Orpheal.8263

Weapon Combination of Force and Perception won’t work, because they game always just allows you only for maximum 1 stacking bonus effect, so if you put 2 sigils with stacking bonus effects into the weapon, the weapon would basically count only for that effect, which sigil you have put first into the weapon, the second sigils would be effectless then and a waste of your second sigil slot.

So that are a few combinations even lesser from those 1089, from those 5 or 6 stat booster sigils on kills that we have (25-30) The game could restrict the palyer just to be able to put maximum one of those sigils into your weapon.

they also don’t allow anymore for 2 weapon with stat boosters to give you 2 points poer kill, it will be now only 1 point…
SO everybody who runs around currently with 2 1h weapons having in both 2 stat boosters of the same type, like force, just to reach quicker the 25 point cap, can just exchange soon one of them for an other sigil.

@ Turtle:

Theres no problem in removing uesells sigils.
Those Slayer Sigils would get compensated through a new System, in fact that would be an improvement for the game, there you simply have to agree with.

The Condition Sigils would be also an improvement, if they get compensated into the Traits of the Classes, instead of having to waste Sigil Slots just to get a single condition a longer duration of 10%.
These 10% increased condition effects can they also include into specific Traits of the CLasses.

Example: Thief:
Lotus Poison: Could receive the positive little Side Effect, that it increases the maximum duration of Poisons by 10%

Exposed Weakness
Could increase also slightly the maximum Weakness Durations by 10%

Sundering Strikes
Could Increase also passively the Duration of Vulnerability by 10%

Potent Poisons effect could get changed then into somethign more Venom Related or competely get exchanged for a new better Trait. Like something that could increase the maximum Duration of Torment passively . i.e. Tormenting Poisons xD

Panic Strike could increase the Duration of Stuns by 10%

*Serpents Touch could get changed into dealing Bleeding instead of Poison and passively increase Bleedings by 10%

And what works so easily for the thief, could just as easily work also for all the other classes and there wouldn’t be any need anymore for those condition sigils.

Merging Sigils is no problem, people won’t lose anything, it remain 2 out of 4 sigils, which will be just better than the 4 before.
With Sigil of Luck theres also the chance to get Swiftness, so I see no need for an extra sigil for swiftness only on kills, if you could get that as also other boons on kills through the Sigil of Luck.

And a Sigil, that heals a little bit and gives some endurance back on kills is surely not OP and if you still think its OP, Anet can easily slightly increase for that merge of those 2 effects a little bit the ingame cooldown or add one, if the sigils both hadn#t one before.

The delayed on Kill-Effects could get compensated through new buff Items that get those Effects.
There could be potinos from the Artificer, that if you use them, can let you summon every x kills a Flesh reaver, or that let your character become for a few seconds invincible every X kills, if you really believe, that these effects are so cough useful, that they absolutely need to stay in the game.
If yes, I say, absolutely no problem with potions, but remove that crap from the game as sigils, there they are totally obsolete and a waste for the sigil slots.

So everythign what matters is, if Anet is just willing enough to go that route and remove alot of the useless Sigils from the game and reimplement most of them in better more useful ways, which don’t require from the player to put sigils into the weapon.

Merges, Achievements, Traits and Potions are perfect ways to compensate for those changes to reduce the 64 sigils to a more clear amount of 33 Sigils.

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

(edited by Orpheal.8263)

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Posted by: Ashabhi.1365

Ashabhi.1365

As far as naming goes, I think an option would be to use whatever sigil is in the first slot to describe the item, and the second as an ending:

Example:

Apothecary’s Greatsword of Strength + Apothecary’s Greatsword of Frailty=
Strong Apothecary’s Greatsword of Frailty

If the Frailty sigil were in the first slot:
Frail Apothecary’s Greatsword of Strength

Just a suggestion

Level 80 Elementalist

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Posted by: Lexandro.1456

Lexandro.1456

What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.

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Posted by: Chrispy.5641

Chrispy.5641

What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.

What reason would they have to only give hammers, Rifles, and greatswords two sigils?

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Posted by: Lexandro.1456

Lexandro.1456

What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.

What reason would they have to only give hammers, Rifles, and greatswords two sigils?

What reason do they need? Its Anet were talking about here. They forgot that “ferocity” was already in the game, who’s to say they ain’t forgot about bows and staffs. That’s why I asked, we need specifics from the devs not generalisations.

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Posted by: Chrispy.5641

Chrispy.5641

What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.

What reason would they have to only give hammers, Rifles, and greatswords two sigils?

What reason do they need? Its Anet were talking about here. They forgot that “ferocity” was already in the game, who’s to say they ain’t forgot about bows and staffs. That’s why I asked, we need specifics from the devs not generalisations.

I gotta be honest…I can’t…., I can’t even think of an intelligent response to that statement. Good night!