So finally we are going to see two-handed weapons get more than one sigil. This is a great improvement.
I’m here to propose something even more radical: remove stacking sigils.
What do we know: Experienced players do not keep stacking sigils on at all times. At max stacks the sigil does nothing else. The bonus is maintained so the weapon should be switched to something that provides more advantages. An example would be switching from sigils of perception to a sigil of fire once max stacks are achieved. If downed the weapon is merely switched back and the tedious process of building stacks begins again.
So what is the issue: Imagine that our primary weapon is the legendary greatsword Sunrise. If we wish to build stacks we will most likely put a sigil of bloodlust in an ascended greatsword and switch to Sunrise only when max stacks are achieved to enjoy Sunrise’s effects. This creates a scenario in which, having earned a legendary weapon, a player is not using it at all times in order to achieve numerical superiority which predominates MMOs.
In PVP a similar scenario is seen. An experience player will get 5 kills to maximize stacks and then switch to a weapon that has a sigil with more advantages.
So what is the issue: This form of weapon switching is an unintended byproduct of the existence of stacking sigils that is unaccounted for in the game interface other than going to the Hero equipment pane and switching out weapons. This also means that more than one of each weapon should be carried.
Solution: Make stacking sigils a trainable skill and remove the sigils altogether.
By making stacking bloodlust and other stacking sigils trainable, the tedium of switching weapons to rebuild stacks is removed. Instead we have a scenario in which players focus on having fun and staying alive just to build stacks which are part of their skill load out. This also figures brilliantly into horizontal character progression.
Implementation: Stacks could be implemented by visiting a trainer. Stack slots could cost a mix of skill and gold increasing for each stack slot that has been purchased, or more popular stacks (bloodlust, perception) could simply cost more. A player could, just as now, only choose one trait to stack at a time, and switching the trait would drop stacks.
Making stacks a Trait would be a very poor implementation as that trait would become mandatory. Instead, as there is a finishers menu on the Hero pane, create a stacking menu. The player will unlock and then choose which stacking option they wish to have. This would mean that all players would have stacks building at all time whether in PVE or PVP and that players would be more powerful for every kill up to max stacks. Therefore no weapon switching would be required.
Necessity: One could argue that this is not necessary. I would argue that it is very necessary. Stacking weapons and not switching off of said weapon at max stacks is something that new players are not familiar with. Even some quite seasoned players actual level of knowledge can be identified if they lazily stay with their stacking weapon. Making stacks a part of character progression levels this playing field and addresses a distinctive, elitist divide.
Why not just keep the sigils and make stacking trainable?: Keeping the sigils in the game and making stacks trainable would not address the above. An experienced player would carry weapons with stacking to quickly achieve stacks then switch weapons. In order to truly level the playing field there could be only trained stacking.
Making stacks trainable would alleviate bag space, add horizontal progression, add more fun to the game, and improve the leveling experience as well as the sPVP, WVW, and hardcore PVE experience. I really feel that even with the coming improvement to sigils that stacking sigils are the odd man out. By making them trainable and removing them we would have the fun of sigils and building stacks and not have to go to the hero pane and switch weapons ruining immersion.
TLDR: Remove stacking sigils, create a stacking menu on the hero pane, and let players decide which stack they want to use in order to improve the game.