Change or remove Sigil of Absorption
just gonna say it again. Adding interrupt sigils in pvp was one of the more dumber things ANET pvp team has done this year. Having said that i will be using them because why would i kitten myself
the sigil is not the problem rather the easiness to cc chain at the moment
to reward player for a good play is a must imo. but rewarding a spamm player is not.
On the other hand, the interrupt punishes spammers.
[Teef] guild :>
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
“Buff my main class, nerf everything else. "
Pretty sure the scrapper has at least 4/5 boons up nearly permanently in combat, hell isn’t there a trait that basically gives might upon using hammer AA? I quite often see scrappers with well over 15 might stacks with in 5 seconds of engagement
gw1 – healing signet/frenzy/charge
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
[Teef] guild :>
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
my point is that any class with decent access to CC should always be using these sigils because the rewards are just too good. Im not singling out thieves so dont get your panties in a bunch. I play war and i have a crap ton of CC and i would never trade my Draining sigil.
Im saying that interupt sigils should not even be in the game. They are just too OP.
“Buff my main class, nerf everything else. "
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
my point is that any class with decent access to CC should always be using these sigils because the rewards are just too good. Im not singling out thieves so dont get your panties in a bunch. I play war and i have a crap ton of CC and i would never trade my Draining sigil.
Im saying that interupt sigils should not even be in the game. They are just too OP.
And what is the alternative? They removed air/fire.
[Teef] guild :>
i kinda like the idea of stealing boons , removing boons
dont forget we have several classes who can reach high boons stacks and numbers
ranger, necro, ele, revenant etc..
so to counter them its nice to steal thier boons
but i agree necro who build 25 mights stacks while his sustain is weaker than any other class (rev maybe) might be in big problem now.
and thief who steal 25 might stacks easily cause necro skills are preety much screaming for cc…. also problematic
i dont think the problem is in the sigil rather the ability to cc constantly
thief with his #4 pistol . if they are great player kitten … if they are spamming its annoying as hell. so i dont know how you can favot the good player versus the bad spamming player . increase the initiative cost maybe or like they did with unload. if all hit connect you gain 2 initiative so add more 2 initiative and if you interupt you gain 2 initiative more and if you failed to you lost more initiative … sound more right to me .
for thief the main problem is PI with no cd. i dont mind to see thief having 25 might stacks . your team should peel for you if a thief hunting you
maybe thief now are more viable cause other got sustain nerf. so few minor adjustment will be needed.
also maybe put 5 sec icd on the sigil
Another option is to cap what is stolen so you might steal protection but rather than the 20s some classes might have it only lasts 5s but removes it completely from the target. Might could be capped at 5 stacks but removes all 25 from the target.
As for the balancing of thief, I said a while ago perhaps an avenue to explore is short 1-5s cool downs on skills while tuning them up to be generally more useable and stronger where needed like what ANet seems to be doing with massively underused skills now. The daze from headshot could be increased without worrying about PI spam if it had a 2-3s cool down and cost less initiative, it also opens the doors to more interrupt/daze traits in the future without worrying about being spammed.
Pretty sure the scrapper has at least 4/5 boons up nearly permanently in combat, hell isn’t there a trait that basically gives might upon using hammer AA? I quite often see scrappers with well over 15 might stacks with in 5 seconds of engagement
They gain might on auto as part of the hammer auto, the trait is might while you have stability. A big part of the boon uptime was protection injection which if you had 50% boon duration was 4.5s of protection whenever you got CC’d with a 5s ICD, that’s now 10s. The other part is alchemy trait line with 2 might on elixir use and having 4 elixir skills as well as the minor in alchemy being hidden flask giving a lot of boons and high regen from tool belt skills.
You see a lot of scrappers constantly casting tool belt elixir skills in WvW to keep giving themselves might then swapping back to what they use normally to fight with entering combat with 6-8 might.
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
my point is that any class with decent access to CC should always be using these sigils because the rewards are just too good. Im not singling out thieves so dont get your panties in a bunch. I play war and i have a crap ton of CC and i would never trade my Draining sigil.
Im saying that interupt sigils should not even be in the game. They are just too OP.
And what is the alternative? They removed air/fire.
How is air/fire related? They removed those sigils to reduce burst damage. Nothing to do with interrupt sigils.
“Buff my main class, nerf everything else. "
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
my point is that any class with decent access to CC should always be using these sigils because the rewards are just too good. Im not singling out thieves so dont get your panties in a bunch. I play war and i have a crap ton of CC and i would never trade my Draining sigil.
Im saying that interupt sigils should not even be in the game. They are just too OP.
And what is the alternative? They removed air/fire.
How is air/fire related? They removed those sigils to reduce burst damage. Nothing to do with interrupt sigils.
So on one side we complain here about thieves stealing 25 might stacks, on other hand we pretend removal of air/fire is unrelated…. I mean what else am i supposed to slot? Condi and swap sigils are out of question for thief for example since they camp 1 weapon set most of the time and play mainly marauder.
[Teef] guild :>
but there is way too much CC around. I mean i use draining sigil in WvW and its broken as kitten
…and there are even more boon spam/generation. What is your point?
my point is that any class with decent access to CC should always be using these sigils because the rewards are just too good. Im not singling out thieves so dont get your panties in a bunch. I play war and i have a crap ton of CC and i would never trade my Draining sigil.
Im saying that interupt sigils should not even be in the game. They are just too OP.
And what is the alternative? They removed air/fire.
How is air/fire related? They removed those sigils to reduce burst damage. Nothing to do with interrupt sigils.
So on one side we complain here about thieves stealing 25 might stacks, on other hand we pretend removal of air/fire is unrelated…. I mean what else am i supposed to slot? Condi and swap sigils are out of question for thief for example since they camp 1 weapon set most of the time and play mainly marauder.
i never said dont use it. i actually think its the best sigil to use by far. Im just saying it should never been added to pvp.
“Buff my main class, nerf everything else. "
Another option is to cap what is stolen so you might steal protection but rather than the 20s some classes might have it only lasts 5s but removes it completely from the target. Might could be capped at 5 stacks but removes all 25 from the target.
As for the balancing of thief, I said a while ago perhaps an avenue to explore is short 1-5s cool downs on skills while tuning them up to be generally more useable and stronger where needed like what ANet seems to be doing with massively underused skills now. The daze from headshot could be increased without worrying about PI spam if it had a 2-3s cool down and cost less initiative, it also opens the doors to more interrupt/daze traits in the future without worrying about being spammed.
also good idea to cap the stolen boon.
This sigil is cancerous lol.
Windows 10