Second sigil slot for Two-Handed weapons
I would enjoy putting 2 sigils of Impact on my hammer.
Sorry, but you’re wrong about the damage bonus. Yes, skills have their own coefficients. But for a lot of classes those coefficients are the same as many one handed attacks. Guardian, specifically, is a great example of this. First two Greatsword autos are .8 coefficient, third is 1.2. Sword is .8, .8, 1.5 but doesn’t cleave. So yeah, Greatsword does do higher damage on the first two, and the third swing is balanced around being able to cleave.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
I’ve been waiting for the second sigil for awhile now here. I’d prefer if they gave us the second sigil and just made it so one handed weapons didn’t suck as much or fix whatever arbitrary mental block Anet has on the issue.
Sorry, but you’re wrong about the damage bonus. Yes, skills have their own coefficients. But for a lot of classes those coefficients are the same as many one handed attacks. Guardian, specifically, is a great example of this. First two Greatsword autos are .8 coefficient, third is 1.2. Sword is .8, .8, 1.5 but doesn’t cleave. So yeah, Greatsword does do higher damage on the first two, and the third swing is balanced around being able to cleave.
Oh come on! We all know that’s not the reason why two-handers don’t have a second sigil slot; and they wont tweak those numbers if they ever allow a second sigil becouse not all sigils offer a direct damage increase either.
(edited by Khenzy.9348)
If having 2 simutaneous sigils is critical to your build, just man up and equip a single hander and an off-hand.
Personally, my favorite weapon is the greatsword (on both my warrior and guardian). I specially choose greatsword for what the weapon can do and not for it’s sigil slot. I would imagine that everyone who currently uses a 2-hander is doing so because it works better for them; despite not having the extra sigil.
Doesn’t that imply that this situation is already balanced?
This makes a lot of sense. It’s indeed very weird why this hasn’t been implemented yet. “Other priorities” cannot be an excuse here; it’s so basic to the whole combat system it blows your mind. Sigils are, mostly, not about damage, but about effects. And a 2 sigil system on 2-handers would simply have the same restrictions on sigil stacking as 1-handers.
Why Anet, why?
Well, if they did that, then they would also have to make it impossible to put in 2 identical sigils. Not to mention 2 sigils that share cooldowns.
Currently neither of those options exist simply because it’s possible that such overlapping is purely coincidental due to weapon choices. For example, my Axe/Warhorn both have Sigil of Accuracy because I put one in the Warhorn for Sword/Warhorn and one in the Axe for Axe/Shield.
Due to internal cool downs, doubling up on the same sigil is a waste and they do nothing productive. Two of the same sigil don’t stack when talking about sigils like Impact anyway, so those concerns are not even a factor. The only sigil where doubling up actually works are the on kill sigils that stack to 25. You just get 2 stacks per kill instead of 1, which really isn’t even that big of a deal.
Sorry, but you’re wrong about the damage bonus. Yes, skills have their own coefficients. But for a lot of classes those coefficients are the same as many one handed attacks. Guardian, specifically, is a great example of this. First two Greatsword autos are .8 coefficient, third is 1.2. Sword is .8, .8, 1.5 but doesn’t cleave. So yeah, Greatsword does do higher damage on the first two, and the third swing is balanced around being able to cleave.
Oh come on! We all know that’s not the reason why two-handers don’t have a second sigil slot; and they wont tweak those numbers if they ever allow a second sigil becouse not all sigils offer a direct damage increase either.
Was there a rebuttal in there somewhere? I don’t know why they don’t allow two sigils on the same weapon, but I do know that the higher damage output of that weapon in general is a potential factor to balance around. If you were to further increase the damage output by allowing two sigils there would be even more reason to disregard one handed weapons. In other words, Anet would be forced to rebalance two handed weapon skills if they were to do that. And that’s a huge amount of work just to satisfy a comparatively insignificant desire.
Yeah, it would be neat, but not having two sigils doesn’t break anything. You really aren’t missing out on much, most people stick a Force on the offhand anyway. Certainly nothing with a cooldown.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.