Second sigil slot for Two-Handed weapons

Second sigil slot for Two-Handed weapons

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Posted by: Khenzy.9348

Khenzy.9348

This has been long long overdue. Back in beta, Jon Peters actually claimed this was going to get solved, here we are, nothing changed.

The argument: “two-handed weapons have higher base damage”… well… that’s bullcrap. Each skill of each weapon skill set has it’s own damage coeficient, so the
base damage difference the weapon shows is just fluff.

“Two handed weapons have more damage than one handed weapons and one-handed weapons have more utility” Nope, see Guardian’s Scepter and Staff, or Ranger’s Sword and Greatsword.

“Don’t buff greatsword Warriors moar!” kitten it. This is an entirely different issue altogether, these OP kitteners need a serious PvE damage nerf across the broad.

Those that use a weapon on each hand have the versatility of additional sigils and can change offhands or mainhands to get different weapon skills on top of that.

If it’s a problem with the coding of having more than one socketable item on a single item, then it would be good if a dev. confirms this and/or if it’s a work in progress or whatever.

Thanks for reading.

Second sigil slot for Two-Handed weapons

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Posted by: Leo G.4501

Leo G.4501

I would enjoy putting 2 sigils of Impact on my hammer.

Second sigil slot for Two-Handed weapons

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Posted by: foofad.5162

foofad.5162

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.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.

Second sigil slot for Two-Handed weapons

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

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.

I don’t have opinions. I only have facts I can’t adequately prove.

Second sigil slot for Two-Handed weapons

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Posted by: Khenzy.9348

Khenzy.9348

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)

Second sigil slot for Two-Handed weapons

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Posted by: aocypher.9172

aocypher.9172

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?

Second sigil slot for Two-Handed weapons

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Posted by: Buttercup.5871

Buttercup.5871

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?

Second sigil slot for Two-Handed weapons

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Posted by: Olba.5376

Olba.5376

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.

Second sigil slot for Two-Handed weapons

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Posted by: Kravick.4906

Kravick.4906

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.

Stuff goes here.

Second sigil slot for Two-Handed weapons

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Posted by: foofad.5162

foofad.5162

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.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.