Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
You are correct. This was a technical drawback from the initial implementation of the system that we did not have the bandwidth undo. In order to do I now would require a significant rework of many other things. Not something I would rule out but something we would weigh considerably which means don’t expect it soon.
What if the two-handed weapons used the off-hand slot to acchieve the same goal? Do the current systems support equipping a second sigil on the “empty” off-hand slot and have it count towards the main weapon?
The upgrade is tied to the item so that is not possible.
Hmm, what if you could put a second weapon in the offhand slot (a second 2 handed weapon) but not count its stats but count its sigil.
I would like to see 2 handers get 2 sigils, and allow for 2x active sigils to be equipped as my understanding is that only 1x active sigil is allow atm due to 2 handers having 1 sigil.
“Power Gloves”
Off-hand, can only be equipted with a two-handed weapon.
No Stats.
Slot.
^ What about if you modify the inventory where you can equip and align two weapon sets regardless whether you can weapon swap or not (Engineer and Elementalist) and when you have equiped a Two handed weapon, this one uses the second sigil from your other main hand weapon on your other weapon swap?
-Two handed weapons (this includes Eles and Engies) now have two sigils.
-Elementalists and Engineers can now have a second weapon set ‘equipped’ and not in their inventories, just like every other profession.
This would be an elegant solution I guess. Hopefully plausible code-wise.
“Power Gloves”
Off-hand, can only be equipted with a two-handed weapon.
No Stats.
Slot.
Clever one. This glove would automatically equip whenever you equip a two-handed weapon.
(edited by Khenzy.9348)
“Power Gloves”
Off-hand, can only be equipted with a two-handed weapon.
No Stats.
Slot.
This exactly was what I was thinking of.
“Power Gloves”
Off-hand, can only be equipted with a two-handed weapon.
No Stats.
Slot.This exactly was what I was thinking of.
You are correct. This was a technical drawback from the initial implementation of the system that we did not have the bandwidth undo. In order to do I now would require a significant rework of many other things. Not something I would rule out but something we would weigh considerably which means don’t expect it soon.
Would it be possible to create 0 stat off-hand items that could be equipped with 2-Handed weapons? Neverwinter for example has “sword knots” for 2-handed sword users – representing some of the ornaments/functional flair some swords have/had – and it’s a separate item that gives it’s own stats.
Aren’t 2h weapons aren’t already being balanced with the single sigil in mind?
A couple of these numbers have changed in the case of axe I know for sure since this FAQ was posted 9 months ago (more damage going to the third autoattack and final swing) but it shows how power scaling is important.
Sayl:
“On to weapons:
The weapons each have a power scaling, which helps us to define what weapons are generally for damage, control, or support. This chart posted below gives us this information
taken from:
http://www.reddit.com/r/Guildwars2/comments/10o4mi/the_damage_formula_and_the_efficiency_of_sigils/">
Skill 1/1/1* 2* 3* 4* 5*
Hammer 0.9/0,9/1.2* 1.4* 0.7* 1.3* 1.5*
Longbow 0.6/NA/NA* 1.2* 1.45* 0.2* 0.4*
Rifle 0.4/NA/NA* 0.35* 3* 0.5* 1*
Sword 0.6/0.6/1.3* 0.75* 0.75* ?/?* 0.5*
Axe 0.75/1.6/2.55* 0.7* 0.67* 1.2* 3*
GS 0.7/0.7/0.9* 5.5* 0.7* 0.75* 1.7*
Mace 0.8/0.8/1.6* 1 * 0.4* 1* 0.8*"
From: https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-weapons-guide
Power scaling for each weapon is what’s most important as far as direct damage and Axe main hand has always competed with Greatsword for warriors, even with it’s 5.5 scaling Hundred Blades. The initial boost to attack from the weapon stats compared to one handed weapons doesn’t mean a whole lot really.
In an effort to stay on topic, the only reason I can see why they haven’t made two upgrade slots for two-handed weapons is because all gear has only one upgrade slot period.
It will be interesting to see what they do with ascended weaponry and armor. Maybe they will finally alleviate this situation. Or at least give an equal stat bonus from two-handed weapons when compared to using two weapons.
You are correct. This was a technical drawback from the initial implementation of the system that we did not have the bandwidth undo. In order to do I now would require a significant rework of many other things. Not something I would rule out but something we would weigh considerably which means don’t expect it soon.
That’s good to know, thanks Jon. The question comes up quite a bit so at least we have a definitive answer.
One other questions about sigils… when duel wielding, is the shared ICD between two weapons intended? Such as on crit sigils sharing the same cooldown as weapon swap sigils, so if the on crit effect is on cooldown, the weapon swap sigil does not take affect?
Is this intended? Lowers potential variety of sigils due to the limitations of shared cooldowns.
(edited by Asuka Shikinami.5462)
Aren’t 2h weapons aren’t already being balanced with the single sigil in mind?
power scaling
Yes, I already know about how power scaling works, although I do appreciate the nice comparison chart.
I was asking if two handed weapons are already being balanced (that is over all, not just in power scaling) with the fact that they’re short a sigil slot in mind.
Basically, do you feel two handed weapons are weaker/less useful than 2 one handed weapons? If no, then they’re still doing it right. If yes, then it’s an issue.
I’m not saying I’m against two sigils on two handed weapons or anything though. If it were possible it would make balancing a bit easier, especially when considering some of the more powerful sigils.
p.s. Just looking at power scaling isn’t the best comparison since you have to factor activation & recharge as well. I’m sure you know this, it’s just a big difference in look on paper.
(edited by Navzar.2938)
I totally agree with the idea of new equipment slot: “Power Glove” implanted to game to address the lack of sigils on 2-h weapons.
This glove should have no stat, easy to get, can always be equipped, and only has effect when you’re using a 2-h weapons.
There should be 3 types of “Power Gloves” to address the PVE issues:
One with no level restriction and can only put minor sigil.
One with level restriction of lv39 and can put minor and major sigils.
One with level restriction of lv60 and can put all types of sigils on.
It is by far the easiest solution to address the sigil problem of 2-h weapons, since all developer need to do is adding a new equipment slot that only works for 2-h weapons.
Sigil of minor corruption+ any of sigil of condition extension+ coupled with traits that further extend condition damage+ runes amplify condition damage on necro staff= more powerful than guardian with sigil of force+sigil of bloodlust+traits that increase great sword damage by 5%+runes that increase power= some professions would greatly benefit over double sigil than others. Already we see poor profession representation..this would only carry ranged staff wielders/ rifle users/bow users further a head of the current disparity of ranged versus melee. Great sword users would always come off second best.
yes, comparing a condi necro with a damage guardian on that is probably a good idea.
Thank-you for taking the time to state this. Your reward is the effort you took. If we look at the entire statement that extends to all 2H weapons you can see the greater implications of what I am saying. The point being, if we take any 2H weapon that can be used across multiple professions, in this case the greatsword, how it performs in the hands of a mesmer as compared to warrior is very different. However this doesn’t change the fact that damage is damage. It doesn’t matter whether it is applied via conditions or directly. Double sigil would carry more benefit to those apply damage via different sources as opposed to professions that are locked in to a singular mode of damage. That is why I specifically choose necromancer and guardian as my example. The necromancer can play a power focused role and supplement with conditions,..the guardian, unless there is a hidden pure condition build that also gets supplemental damage from power, would not receive as much benefit as other professions. Ergo double sigils would only, in the end, create more disparity between professions that have already been baked into specific play styles as opposed that have a little more range to what they can do.
Hey, the power gloves can add appearances to the two handers as well, and be completely aesthetic.
Yes, I already know about how power scaling works, although I do appreciate the nice comparison chart.
I was asking if two handed weapons are already being balanced (that is over all, not just in power scaling) with the fact that they’re short a sigil slot in mind.
Basically, do you feel two handed weapons are weaker/less useful than 2 one handed weapons? If no, then they’re still doing it right. If yes, then it’s an issue.I’m not saying I’m against two sigils on two handed weapons or anything though. If it were possible it would make balancing a bit easier, especially when considering some of the more powerful sigils.
p.s. Just looking at power scaling isn’t the best comparison since you have to factor activation & recharge as well. I’m sure you know this, it’s just a big difference in look on paper.
Well just from a warrior perspective, if I had to choose between a cc weapon, I’d go with the mace and shield versus a hammer right now (I’ve seen some fairly good players use both to good effect in team fights though) since it offers very good, if 1 on 1 oriented crowd control as well as survivability via Shield Block. Axe used to be pretty great because it had as much or more damage as a greatsword’s Hundred Blades but was mobile; it’s still a mobile source of damage compared to greatsword’s but suffers from more of it’s damage at the end of the chain like HB now. Greatsword offers us the only evade on attack we have and very good mobility so they at least do something different for each weapon.
Problem with seeing if they’re balanced against one another is each weapon’s supposed to do something different,for a different purpose in theory anyway. Adding a second Sigil slot mostly just offers more build options for a two hander.
I know this is wont be popular with a lot of players but….wouldn’t it be better to just remove the sigil off the off-hands? I mean…then it would be one sigil across the board….
I totally agree with the idea of new equipment slot: “Power Glove” implanted to game to address the lack of sigils on 2-h weapons.
This glove should have no stat, easy to get, can always be equipped, and only has effect when you’re using a 2-h weapons.
There should be 3 types of “Power Gloves” to address the PVE issues:
One with no level restriction and can only put minor sigil.
One with level restriction of lv39 and can put minor and major sigils.
One with level restriction of lv60 and can put all types of sigils on.It is by far the easiest solution to address the sigil problem of 2-h weapons, since all developer need to do is adding a new equipment slot that only works for 2-h weapons.
Sounds easy in theory, but depends on how the game is coded. They would have to make sure that no other offhand could be used, not to mention recoding how 2-handed works atm (unhiding that second slot and allowing a power glove to work with it)
As to the power glove itself, why not make it so you can always use it, wether you have 2-Handed or a 1 hander. This would open up those unarmed thieves 3 skills for use (the power glove would have 2 blank skills when used with a 1 hand main hand thus hiding the 4 and 5 skills of your weapon swap offhand).
Thank-you for taking the time to state this. Your reward is the effort you took. If we look at the entire statement that extends to all 2H weapons you can see the greater implications of what I am saying. The point being, if we take any 2H weapon that can be used across multiple professions, in this case the greatsword, how it performs in the hands of a mesmer as compared to warrior is very different. However this doesn’t change the fact that damage is damage. It doesn’t matter whether it is applied via conditions or directly. Double sigil would carry more benefit to those apply damage via different sources as opposed to professions that are locked in to a singular mode of damage. That is why I specifically choose necromancer and guardian as my example. The necromancer can play a power focused role and supplement with conditions,..the guardian, unless there is a hidden pure condition build that also gets supplemental damage from power, would not receive as much benefit as other professions. Ergo double sigils would only, in the end, create more disparity between professions that have already been baked into specific play styles as opposed that have a little more range to what they can do.
you know sarcasm?
well nvm. what you are trying to say is that having two sigils on 2hand weapons is better for classes with multiple types of damage (power+condi) and that is plain wrong. in gw2 you have enough sigils for both types of damage. so even a damage guardian (imo one of the least viable classes in the game) can profit in the same way when he would go fire/force on his greatsword.
for example as a thief i could go bloodlust on my shortbow and then have fire/force + 250power on my mainhand weaponset what is huge.. and i only deal power based damage.
Why was this such an oversight back in the day? It would be interesting to know the reason behind this, to me at least. This shouldn’t be a low priority issue imo.
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