ICD reduction on sigils

ICD reduction on sigils

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

ICDs on sigils that apply effects and do not do direct damage, so not sigil of air or fire or vampirism, I believe are unnecessary primarily because they do not stack. I would suggest that the cooldowns at least be reduced if not completely terminated so that the sigils would see more viability in builds with attack speeds greater than .83/s, specifically Sigil of Earth, Sigil of Might, Sigil of Incapacitation, and Sigil of Rage.

Sigil of Earth I understand needs an ICD but I would lower it to 1s instead of the 2.
Sigil of Might in my opinion does not need an ICD since that deters from taking higher speed weapons.
Sigil of Incapacitation does not require an ICD as it is pure CC but would be happy if, like Sigil of Torment, it’s ICD was equivalent to it’s effect duration.
Sigil of Rage requires 100% boon duration to acquire 1/5th of it’s ICD, I would suggest that it be lowered to 24s so that it has a 25% return instead of 20% return on investment for boon duration / concentration.

Sigil of Ice I believe should have a cooldown of 8s hence a return of 50% instead of 40% with full expertise.

Incapacitation and Ice are not PvP runes therefore it is purely PvE & WvWvW related.

ICD reduction on sigils

in Guild Wars 2 Discussion

Posted by: Mega Skeleton.8259

Mega Skeleton.8259

I mean, I think some of the 1-2s ICDs are there BECAUSE they don’t want higher speed weapons to outclass slower ones. You already get the advantage of being able to more reliably land attacks, why do you need to stack might faster too?

I don’t get your reasoning for buffs too, you just say “25% instead of 20%” but why? Are the sigils weak in their current state or you just like that number better?

[EG] is recruiting!

ICD reduction on sigils

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

I mean, I think some of the 1-2s ICDs are there BECAUSE they don’t want higher speed weapons to outclass slower ones. You already get the advantage of being able to more reliably land attacks, why do you need to stack might faster too?

Generally speaking what makes higher attack speed weapons viable is their ability to acquire more effects in shorter amounts of time stacking them higher. What the ICD does is completely prevent this but not in a fashion that effects slower but stronger weapons; for instance a weapon that attacks twice a second but has a lower damage coefficient and lower weapon range damage gets the same treatment as a weapon that has a much higher damage coefficient and weapon range but takes a second to complete an attack which means in short that the effect is weakened the faster you attack.

So the opposite happens, slower weapons with higher damage overall are favorable to faster weapons simply because the ICD makes sure that neither can get more out of a particular sigil. Also in this game usually slower weapons have access to more buffs on connect such as warrior’s Forceful Greatsword and faster weapons to bleeds and dot effects. When the change to conditions occurred most, if not all, of them suffered an interesting nerf in which the bases were reduced and the coefficients adjusted to get about the same result at a certain amount of condition damage (and then subsequently pull ahead). The problem with this though is that because of this change if you do not meet the required investment (for bleed it’s 2,000 condition damage*) you need to apply more faster in order to achieve an equivalent effect or effects that allowed for stead application (permaburning / poison) don’t exist anymore for some classes. The upfront damage isn’t as valuable as the extended damage and overall does less.

In essence a higher attack speed is actually worse overall and has no value in dictating damage, though it should, and because the speed variations tend to be much, much smaller than half a second between two rivaling attack options both have similar chances to hit.

I don’t get your reasoning for buffs too, you just say “25% instead of 20%” but why? Are the sigils weak in their current state or you just like that number better?

The sigils are weak. In order for those numbers, 25% and 20%, to be present you need 100% boon duration. Without 100% boon duration it’s 1/10th or 3s to every 30s with a randomized element making it not only undependable but also majorly unusable. Sigil of Rage was reduced before from it’s kitten cooldown but this was before (or close to the same time of) making quickness be effected by boon duration.

The other sigils have reduced value in PvE because of their requirement to acquire 100% condition duration for that condition and they aren’t damaging**. Basically it isn’t economic for a player to take the sigils and while most games have options “no one uses” that, in my opinion, is not a good way to handle game content. It should be, for everyone, at least viable for a build that invests in the stats required.

Note 1: 2,000*.05+42 = 2000*.06+22
Note 2: Necromancer deals damage with chill.

ICD reduction on sigils

in Guild Wars 2 Discussion

Posted by: Aidan Savage.2078

Aidan Savage.2078

I mean, I think some of the 1-2s ICDs are there BECAUSE they don’t want higher speed weapons to outclass slower ones. You already get the advantage of being able to more reliably land attacks, why do you need to stack might faster too?

I don’t get your reasoning for buffs too, you just say “25% instead of 20%” but why? Are the sigils weak in their current state or you just like that number better?

It’s better to not ask. Dgraves has shown a penchant for scientology math. Discuss the premise of the OP by all means, just not the numbers that really wont make any sense to anyone but the OP.

ICD reduction on sigils

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

It’s better to not ask. Dgraves has shown a penchant for scientology math. Discuss the premise of the OP by all means, just not the numbers that really wont make any sense to anyone but the OP.

Aren’t you the one who left out the jewels when comparing exotics to ascended gear and came out with an 11% difference or something?