Hey guys
In the last few months I’ve heard and read many complaints about how on crit sigils work. They leave no opportunity to react or counterplay as they are an instant activation on a critical hit.
Many ppl say that sigil combos like air+fire are broken and need to go as they increase the random damage to an absurd amount while leaving no conterplay. In most cases I don’t think the added benefits from such sigils isn’t over the top but I do agree that the “no counterplay” part is a big problem.
My idea aims to leave sigils effects the way they are now but add a possibility to counterplay.
Balance proposal: (I’ll use sigil of fire as an example)
- The sigil still instantly activates on crit but instead of intantly dealing damage a small icon appears over the head of the hit player.
After 1 second the icon disappears and the player gets hit by the sigils effect.
This “delayed” activation would give players an opportunity to dodge the effect.
So the sigils still have the same damage potential but the hit enemy can actually react and avoid the damage.
The same principle would work for every “on crit” activated ability (such as incendiary power, chill of death, dhuum fire.. and so on).
Tell me what u think.
- sky
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