(edited by Acandis.3250)
Counterplay redisign idea to fire/air sigils
Wouldn’t it be easier to just change the fire sigil to be allowed to crit and either remove air entirely or redesign its function to something entirely different?
Wouldn’t it be easier to just change the fire sigil to be allowed to crit and either remove air entirely or redesign its function to something entirely different?
And what would that accomplish?
Wouldn’t it be easier to just change the fire sigil to be allowed to crit and either remove air entirely or redesign its function to something entirely different?
And what would that accomplish?
Removes the ability to have double procs and rewards critical chance/crit dmg dedication.
[edit…] Actually just realized air couldn’t crit. Could have sworn air crit and was single target and fire was AE but couldn’t crit. So yea, just remove air entirely then.
(edited by Atherakhia.4086)
Removes the ability to have double procs and rewards critical chance/crit dmg dedication.
So then we could just equip any other sigil that isn’t Air (in your new version of the game) and still get double procs.
The point of this idea isn’t to get rid of double procs, but rather to balance and add counterplay mechanics to the existing system.
Removes the ability to have double procs and rewards critical chance/crit dmg dedication.
So then we could just equip any other sigil that isn’t Air (in your new version of the game) and still get double procs.
The point of this idea isn’t to get rid of double procs, but rather to balance and add counterplay mechanics to the existing system.
Well your first paragraph says the root problem is the combined burst from both. Instead of going nuts with some elaborate change, why not approach the issue more straight forward?
Burst too high? Reduce burst…
Not everything in this game requires some elaborate list of counters. Sometimes RNG is a reasonable answer.
Well your first paragraph says the root problem is the combined burst from both. Instead of going nuts with some elaborate change, why not approach the issue more straight forward?
Burst too high? Reduce burst…
Not everything in this game requires some elaborate list of counters. Sometimes RNG is a reasonable answer.
My firsts paragraph lists one of the reasons the current system is flawed.
Look at it from any other angle where critting witha skill that hits for negligible amounts triggers a single proc to add ~1k dmg (or more).
My thesis here isn’t “burst is bad for the game.” It’s: “non-telegraphed burst is bad for the game.”
I can see why that may be unclear, so I’ll have to edit my OP a bit to clarify.
In any case, reducing the burst of these sigils will either a) overnerf them, or do nothing at all (because adding obscene amounts of damage without telegraph is unhealthy).
And yes, sometimes RNG is good, but this is really really not one of those cases.
i never liked how devs make these sigils RNG based of random crits
i literally got bursted down by a headshot as it proced air and fire.
Geomancy- doom is also over the top. If doom sigil didint exist, warrior would be in a decent stop right now and D/D ele wouldnt be that strong.
I think a good, practical start would be to make sigil of fire only hit stuff around your actual target (instead of the target itself), and increase the healing from blood, making it no longer do damage. With that change fire, air, and blood each have a unique purpose.
If those changes went through, then maybe they could change Air sigil to be similar to Doom, where it procs on first hit after weapon damage (thinking like 2.5-3k damage, once per swap). Although, I could see this being a problem with classes frontloading damage from stealth…aka mesmer/thief.
Ya know Acandis, whenever you are done giving ideas for this terrible game that will never come to fruition, you can always join TS, and play ArcheAge.
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock
Geomancy- doom is also over the top. If doom sigil didint exist, warrior would be in a decent stop right now and D/D ele wouldnt be that strong.
Yeah I’m not a huge fan of Doom either. The poison is longer than a majority of weapon skills.
I think a good, practical start would be to make sigil of fire only hit stuff around your actual target (instead of the target itself), and increase the healing from blood, making it no longer do damage. With that change fire, air, and blood each have a unique purpose.
If those changes went through, then maybe they could change Air sigil to be similar to Doom, where it procs on first hit after weapon damage (thinking like 2.5-3k damage, once per swap). Although, I could see this being a problem with classes frontloading damage from stealth…aka mesmer/thief.
Those are actually really good suggestions. That way it completely eliminates double procs, while maintaining Air’s utility for single target burst and Fire’s aoe pressure (not that anyone used Fire for aoe pressure – they just used it to get even more single-target burst, which is supposedly what Air is for).
while there would be a drastic decrease in damage over time, wouldnt this benefit strong 1 shot abilities like eviscerate and backstab?
while there would be a drastic decrease in damage over time, wouldnt this benefit strong 1 shot abilities like eviscerate and backstab?
Keep in mind the numbers I used are simply placeholders, and not meant to be final.
Though, the point of reworking the sigils is to reward intelligent use of procs, rather than random spam of skills. So a player that just spams skill (with this new proposed system) every time his sigils are up, will—on average—have drastically lower DPS than a player that used his procs in sync with his high burst abilities (ie. Backstab or Eviscerate).
In theory, used skillfully, one shouldn’t see much difference between the current system and the proposed one when sigils are triggered by a high burst skill. But the most important change to note is that, low damage skills won’t be able to hit for +1500% than what they should be.