Do NOT nerf Enegy sigil

Do NOT nerf Enegy sigil

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Posted by: Grimreaper.5370

Grimreaper.5370

This is one of the few sigils that actually takes some active skill to use properly, why would you want to nerf active play when you’re trying to go e-sports? Classes with out many skills to mitigate potential damage will suffer so much from this change.

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Posted by: Cecilia.5179

Cecilia.5179

I going to have to agree here. I don’t think this nerf was necessary.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
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Posted by: Mikali.9651

Mikali.9651

good, great change, probably one of the best they ever did!

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Posted by: Dommmmmmmmmm.6984

Dommmmmmmmmm.6984

This is one of the best changes in the entire history of the game

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

I’m fine with less dodges/removable dodges, I’ve been feline grace’d before.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: Impact.2780

Impact.2780

Active skill... When you’re an ele switching attunements or an engi equipping a kit regularly just to take full advantage of it so they can random dodge one more time - not to gain a dodge when needed - is not active skill.

The only three classes that it was "good for," in terms of both those classes and the game, were thief, and shatter mesmer - which didn’t even use it on both weapon sets - and necro. Unfortunately, tanks using that sigil hurt those classes more than it does were no class to have it. Good change. I don’t know if they were already considering it before I suggested it, but I’d love to take credit for it. I suggested it last year too.

Oh, and before anyone points and says "Tank! You bias because you can just eat the damage:" thief, shatter mesmer, and necro also happen to be the only classes/builds I play.

EU | Ímpáct / Impact Warlock / Impact Illusions
http://www.twitch.tv/impact2780

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Posted by: Grimreaper.5370

Grimreaper.5370

Active skill… When you’re an ele switching attunements or an engi equipping a kit regularly just to take full advantage of it so they can random dodge one more time – not to gain a dodge when needed – is not active skill.

The only three classes that it was “good for,” in terms of both those classes and the game, were thief, and shatter mesmer – which didn’t even use it on both weapon sets – and necro. Unfortunately, tanks using that sigil hurt those classes more than it does were no class to have it. Good change. I don’t know if they were already considering it before I suggested it, but I’d love to take credit for it. I suggested it last year too.

Oh, and before anyone points and says “Tank! You bias because you can just eat the damage:” thief, shatter mesmer, and necro also happen to be the only classes/builds I play.

You still have to dodge to be getting any use out of it. How is air or fire sigil any less skill-less than energy sigil? Energy at least has a chance of being wasted while something like leech will maintain the perk until you land it. What are classes like necro going to do with no inherit defense and hardly any dodge capability at all? Even S/D thief is going to take a hit when its already underpowered with tons of dodging capability.

(edited by Grimreaper.5370)

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Posted by: MLGKorno.5419

MLGKorno.5419

Active skill… When you’re an ele switching attunements or an engi equipping a kit regularly just to take full advantage of it so they can random dodge one more time – not to gain a dodge when needed – is not active skill.

The only three classes that it was “good for,” in terms of both those classes and the game, were thief, and shatter mesmer – which didn’t even use it on both weapon sets – and necro. Unfortunately, tanks using that sigil hurt those classes more than it does were no class to have it. Good change. I don’t know if they were already considering it before I suggested it, but I’d love to take credit for it. I suggested it last year too.

Oh, and before anyone points and says “Tank! You bias because you can just eat the damage:” thief, shatter mesmer, and necro also happen to be the only classes/builds I play.

This isn’t about what YOU play. Stating that YOU play/don’t play them is completely irrelevant when it comes to whether or not energy sigil nerf is needed. I have no doubts that people will be able to kill each other a lot easier after the patch, when tanky amulets are removed, but energy sigil gives dodges which is part of Active gameplay as opposed to facetanking something. What happens when you can neither dodge it or facetank it ? Fights will be less about reaction, avoidance and baits and more about just two people throwing skills at the other to see who dies first because neither side really has any active defense at all. The classes like necro will just have no dodges whatsoever so will be forced to just keep pressing buttons to dish out DPS since he can’t avoid the damage anyway. This will effectively dumb down the game. High skilled players and average players who know their class will be hard to distinguish.

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Posted by: Pepsi.8907

Pepsi.8907

Energy made dodge something spammable, now maybe people will finally think before wasting their dodge twice because they just saw a thief popping stealth.
I feel like vigor is a bit too weak (especially since it can be corrupted or removed and it doesn’t stack), and I would have liked something along the line of Feline Grace, but Energy definitely needed a nerf.