Idea: legendary sigils and runes

Idea: legendary sigils and runes

in Guild Wars 2: Heart of Thorns

Posted by: pimie.2463

pimie.2463

So the other day I was thinking about legendary weapons. I was thinking about how much I love the ability to change stats but how, next to, useless it actually is at the moment. Since you can’t change sigils on legendary weapons without destroying them, you need to have two of the same weapons anyway if you want to have multiple sets of armour. And then I thought well what if you could change the sigil instead of the weapons. This brought forth the idea of a legendary sigil.

In my mind legendary sigils would be sigils of legendary quality. A purple sigil that has the ability to swap into any kind of sigil. It can be crafted through the mystic forge and would roughly cost 100-120g per sigil. I think this would be a good price since it’s not too expensive but it is more expensive than any sigil on the trading post right now, but for the karka slaying sigil I think. Runes would probably be a bit less expensive since you need 6 of them instead of 4. Maybe a rune could cost 80g to make.

If this was to be implemented at some point it would solve the legendary weapon stat swap problem and it would give us players some more cool legendary stuff to go for eventually.

What do you guys thing about this? Would you like legendary sigils and runes or is it an aweful idea?

Idea: legendary sigils and runes

in Guild Wars 2: Heart of Thorns

Posted by: Randulf.7614

Randulf.7614

The idea has been suggested many times before in some form – whether it’s the Legendary itself that can cycle through sigils/runes loaded to it or as your suggestion is above. It seems a largely popular concept, but I forget if Anet ever commented on it.

Idea: legendary sigils and runes

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Posted by: Pifil.5193

Pifil.5193

They are planning on offering sigil swapping functionality in the same way that legendary armour allows you to swap runes, it’s just a bit more complex than they expected.

Idea: legendary sigils and runes

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Posted by: ScribeTheMad.7614

ScribeTheMad.7614

Would be nice if you slotted them into a drop down instead of having to actually keep them all in your inventory, but anything is an improvement.

“The short answer is that new content is not going to drive people away from the game.
There is absolutely no evidence to support that it would.” -AnthonyOrdon

Idea: legendary sigils and runes

in Guild Wars 2: Heart of Thorns

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

They are planning on offering sigil swapping functionality in the same way that legendary armour allows you to swap runes, it’s just a bit more complex than they expected.

To be fair, what they said was that they had planned to offer this at the same time as rune swapping, but ran into unexpected obstacles — they didn’t share what those were and many (including myself) have presumed that they were largely economic. However, we don’t really know what got in the way or how close they are to addressing it.

Consequently, I think we’ll continue to see a lot of post likes this until ANet clarifies their plans for sigils on legendaries.

In other words, we know ANet wants sigil swapping; we just don’t know if they have a solution that is technically feasible and economically supportable.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Idea: legendary sigils and runes

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Posted by: Pifil.5193

Pifil.5193

Consequently, I think we’ll continue to see a lot of post likes this until ANet clarifies their plans for sigils on legendaries.

I’m basing my statement on posts I read on these forums that said an Anet dev on reddit said that sigil swapping was actually coming, just not right now. If that’s not the case then that’s a pity.

Idea: legendary sigils and runes

in Guild Wars 2: Heart of Thorns

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Consequently, I think we’ll continue to see a lot of post likes this until ANet clarifies their plans for sigils on legendaries.

I’m basing my statement on posts I read on these forums that said an Anet dev on reddit said that sigil swapping was actually coming, just not right now. If that’s not the case then that’s a pity.

I fear that might be a mish-mash of people remembering what the devs said. The only quotes I’ve seen made it clear that ANet had planned to introduce sigil swapping and decided not to. They only very rarely promise unless/until a feature is about to ‘ship’. I’ll see if I can find the quotes.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Idea: legendary sigils and runes

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Posted by: IndigoSundown.5419

IndigoSundown.5419

ANet has already added rune change functionality to Legendary armor, and spoken of sigil change for L. weapons. Imagine the reaction from those who thought the rune/sigil swap feature was an added reward for the time and expense they put in to get the weapon/armor. If it is taken away to be put behind another pay/time wall, I guarantee there will be protests.

The legendary tier was originally supposed to be cosmetic. However, ANet added stat swap, so now it’s not entirely cosmetic. The idea of Legendary runes and sigils (and trinkets, for that matter) seems off, since they don’t affect a character’s appearance.

That said, the game is going to — at some point — need new carrots for the carrot-chase play-style players to chase. At this point, I haven’t got a clue what they could do. Let’s hope they do, especially since Legendary Armor looks like it’s going to be raid-only.

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Posted by: starlinvf.1358

starlinvf.1358

ANet has already added rune change functionality to Legendary armor, and spoken of sigil change for L. weapons. Imagine the reaction from those who thought the rune/sigil swap feature was an added reward for the time and expense they put in to get the weapon/armor. If it is taken away to be put behind another pay/time wall, I guarantee there will be protests.

The legendary tier was originally supposed to be cosmetic. However, ANet added stat swap, so now it’s not entirely cosmetic. The idea of Legendary runes and sigils (and trinkets, for that matter) seems off, since they don’t affect a character’s appearance.

That said, the game is going to — at some point — need new carrots for the carrot-chase play-style players to chase. At this point, I haven’t got a clue what they could do. Let’s hope they do, especially since Legendary Armor looks like it’s going to be raid-only.

But you’re also forgetting that cosmetics and desirable stats had a different dynamic before the Wardrobe system. Cosmetics were destructive, as you combined 2 items to get one desired item.

Stat swapping was a response to Wardrobe completely undermining the old Transmutation system, and the very, very clunky nature of Mystic Forge recipes. Ascended gear in all forms is automatically account bound… but Legendary weapons (by default) are not. Thus enabling stat swapping via MF would give unbound results, and/or require just as many bespoke recipes and item IDs as there are for Ascended weapons- which is why we have 20+ colors associated with Asc Weapons stats, where as item rewards from HOT are mostly stat selectable.

Like someone else pointed out previously, the impact of Sigil swapping is Economic rather then cosmetic. Its why they refused to do legendary armor at first, because Asc armor sets has been the single biggest success for the TP Tax gold sink. Legendary armor causes that cost to eventually dead end, as it removes a major reoccurring cost that has kept players engaged in the TP.

The reason they’ve changed that can only mean they’re going to render it obsolete with a future change, and shift new desirable elements behind a new gating system. Legendary armor is a major convenience now that multiple builds are viable per class…. but its costs are finite, and they need reoccurring costs in order to combat inflation. But with a full set of Legendary armor and weapons, which have free access to all stat/sigil combinations in perpetuity, where do you move the cost sink to? Food has already been kind of a failure due to massive cost disparity, and stat swapping nullfies a shifting meta. Whats left in the mechanics?

Idea: legendary sigils and runes

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Posted by: Pifil.5193

Pifil.5193

But you’re also forgetting that cosmetics and desirable stats had a different dynamic before the Wardrobe system. Cosmetics were destructive, as you combined 2 items to get one desired item.

Stat swapping was a response to Wardrobe completely undermining the old Transmutation system, and the very, very clunky nature of Mystic Forge recipes. Ascended gear in all forms is automatically account bound… but Legendary weapons (by default) are not. Thus enabling stat swapping via MF would give unbound results, and/or require just as many bespoke recipes and item IDs as there are for Ascended weapons- which is why we have 20+ colors associated with Asc Weapons stats, where as item rewards from HOT are mostly stat selectable.

Like someone else pointed out previously, the impact of Sigil swapping is Economic rather then cosmetic. Its why they refused to do legendary armor at first, because Asc armor sets has been the single biggest success for the TP Tax gold sink. Legendary armor causes that cost to eventually dead end, as it removes a major reoccurring cost that has kept players engaged in the TP.

The reason they’ve changed that can only mean they’re going to render it obsolete with a future change, and shift new desirable elements behind a new gating system. Legendary armor is a major convenience now that multiple builds are viable per class…. but its costs are finite, and they need reoccurring costs in order to combat inflation. But with a full set of Legendary armor and weapons, which have free access to all stat/sigil combinations in perpetuity, where do you move the cost sink to?

Ummm… where do you move the cost sink to? Why you move it to the legendary armour and weapons, of course.

To illustrate the point Zojja’s Razor (zerker dagger) costs 62g to craft at the moment, Incinerator costs 1713g. You can make about 27 ascended daggers for the cost of one legendary one. The sigils themselves are a tiny fraction of the cost.

Just to clarify something,they mentioned that the economic impact was brought up as something they wanted to investigate but that wasn’t the only issue with adding sigil swap to weapons, there were also some unspecified technical issues there.

Idea: legendary sigils and runes

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

From the recent AMA

Q — When legendary armor was released, there was talk about legendary weapons allowing players to swap sigils like legendary armor. …Is there any movement being made in bringing this functionality over to weapons?

AndrewM — We have some things we’re working on in regards to this, but it’s not far enough along to discuss specifics.

John Smith: “you should kill monsters, because killing monsters is awesome.”