Energy sigil changes.

Energy sigil changes.

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Posted by: Trepidation Lost.3469

Trepidation Lost.3469

Someone has already mentioned this in the changes post, i thought it needed reiterating:

Frenk.5917

The sigil of Energy nerf is extreme, to say the least: Sigil of Energy currently grants 50 endurance which is 50% of the total endurance.

Vigor is a 50% buff to endurance regeneration, which happens to be at 5% per second. This means that having vigor is equal to a 2.5% extra endurance gain, since 5% * 1.5 = 7.5%, and 7.5% – 5% = 2.5%.
The new Sigil of Energy grants 7s of Vigor, which means that the new energy gain is 2.5% * 7 = 17.5%, which is 17.5 endurance.

Current sigil of Energy awards 50 endurance instantly
Post-nerf sigil of Energy awards 17.5 endurance in 7 seconds.

Please, just nerf the endurance amount from 50 to 25 and call it a day. The new Sigil of Energy is extremely underperfoming with respect to the current Sigil of Energy.

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Posted by: MAN.9046

MAN.9046

the Idiots at anet want you to have less dodges, and thus have a better chance at getting chain CC’d, idiots…

RIP
FeelsBadMan

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Posted by: UmbraNoctis.1907

UmbraNoctis.1907

Easy solution: Remove ICD of all passive “when you are CC’ed” autoprocs …

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

OP’s first error was thinking that Arenanet actually thinks changes through. Haha.

Last of the Red Hot Swamis

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Posted by: MadVisions.4529

MadVisions.4529

first off: this nerf was needed since a long time!
in my openion the 7 sec vigor is is too low to take this sigil anymore. i’m aware that it’s effected by boon duration and now mesmers can share it with allys however it can be converted to condi or boon stripped so it still feels luckluster.
it would be a start if anet would boost 7sec to lets say 10 → endurance regen is delayed and halfed.

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Posted by: Frenk.5917

Frenk.5917

it would be a start if anet would boost 7sec to lets say 10 -> endurance regen is delayed and halfed.

That would not really be a solution. The problem of the new Energy sigil is that it grants a boon, not a flat out amount of energy, and thus it can be corrupted OR granted by someone else (effectively rendering useless the new application of vigor).

I’d be ok if it granted an effect like “Feline Grace”, something like “after the first dodge you make after swapping to the weapon which has this sigil you recover part of the endurance spent (15)”.

Frenk – EU
All is vain

(edited by Frenk.5917)

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Posted by: Kicker.8203

Kicker.8203

The problem of the new Energy sigil is that it can be granted by someone else (effectively rendering useless the new application of vigor).
“.

They should let vigor stack in intensity to 2 stacks. ATM vigor is so insignificant that u can barely see the difference because of its slow nature.
so maximum endurance regen bonus would be +100% but it would require double application.

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Posted by: Kicker.8203

Kicker.8203

And btw Grouch said 5s of vigor, 7s is maybe with boon duration.
It should be made 10 s tho.

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Posted by: Grimreaper.5370

Grimreaper.5370

why not just revert vigor gain back to 100% and then change energy sigil into what they want it to do if they want more counter play to be offered. Seriously being able to dodge and outplay your opponent because of your quick reaction time or preemptive reads is one of the few things left about this game that makes me love guild wars 2. Less of this automatic passive traits that activate with out you having to do a thing when being CC’d and more stuff that atleast requires you to press a button first.

SERIOUSLY GUYS WE ARE POSSIBLY HEADING INTO A DPS META AND YOU WANT TO NERF THE AMOUNT WE ALL CAN DODGE?

(edited by Grimreaper.5370)

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Posted by: Cam Ron.4170

Cam Ron.4170

Current Eenrgy Sigils are by far and away the best sigils un the game and you are bad if you dont run one on each weapon set.

I welcome this change so now I actually have a choice. A free dodge every 9 secodns from a single sigil? That’s baloney

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Posted by: bravan.3876

bravan.3876

Energy dont make any build op (like fire/air did by making a whole thief build viable for a long time) and it is also not the reason that bunkers are tanky. I dont even need to dodge with a Druide or celest Ele that much lol. There is nothing op about it, not even Engis or Eles are near to permaevading with it, thats just wrong (i dont play one of these classes as mainclass, so this isnt the reason for my opinion). A thief can evade much more wihtout even using energy (this is not about pls nerf thief, it is just an example). And even WHEN 2 classes because of their class mechanics could nearly perma-evade (what isnt the case) it is still no reason to nerf it that way. Or do you want to delete every amulet with def stats just because ranger get way to much reward out of it because the pet still can burst you?

I feel like ppl like energy to get nerfed so they can easier decide to take a passive proc sigil you dont need to think about a little bit, nothing you can actively work with in a tactical way.

If anet want a balance in the way to more skillbased gameplay, then energy isnt by far the first thing to nerf. Passive proc sigils and passive traits are the first things and then rework (not just delete) semibunker and bunker amulets with way to much dmg for the passive defense they give (power but even more condidmg amulets).

I dont mind, i just play an AA-spamming scepter condireaper with one of the new condiamulets, facetanking everything successful what i cannot dodge ty to still too much def stats and be happy that not even the old energy sigil in both weapon sets could save you from me! Will be fun for 3 days or so…

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Posted by: Shirlias.8104

Shirlias.8104

The nerf is right, to prevent classes who have vigor to get extra endurance.

tldr: it will be meant to “non vigor on crit classes”

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Posted by: Impact.2780

Impact.2780

Too many passive defenses, most of which automatically and unskillfully punish the one that managed to land their ability, combined with stacking damage mitigation effects, and plentiful block and evade skills made this change necessary to stop those classes from taking advantage of something that wasn’t meant for them. I’d rather see those passive defenses removed than energy sigil nerfed, but it’s clear ANet loves giving passive defenses too much, and players love picking them too much, so something else had to go instead.

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