My Opinion on Sigils - Balance

My Opinion on Sigils - Balance

in PvP

Posted by: Zefrost.3425

Zefrost.3425

Disagree? Feel free to post your arguments.

________________________Balanced Sigils________________________
Why do you think no one uses most of these sigils? Because they’re balanced.
(Or in PvE’s case because switching sigils costs too much gold)

Meta builds are all about eliminating counterplay which is why they don’t use most of these sigils. Sigil of Impact (10% damage increase VS stunned or knocked down foes) has set the bar for what a balanced sigil is.

Damage Bonus VS NPC Sigils
Sigil of Centaur Slaying
Sigil of Destroyer Slaying
Sigil of Elemental Slaying
Sigil of Dreams – Rename to Sigil of Nightmare Court Slaying.
Sigil of Ghost Slaying
Sigil of Grawl Slaying
Sigil of Icebrood Slaying
Sigil of Justice – Rename to Sigil of Outlaw Slaying.
Sigil of Karka Slaying
Sigil of Mad Scientists – Rename to Sigil of Inquest Slaying.
Sigil of Ogre Slaying
Sigil of Serpent Slaying – Rename to Sigil of Krait Slaying.
Sigil of Smothering – Rename to Sigil of Flame Legion Slaying.
Sigil of Sorrow – Rename to Sigil of Dredge Slaying.
Sigil of Undead Slaying
Sigil of Wrath – Rename to Sigil of Sons of Svanir Slaying.

Condition Duration Sigils
Sigil of Agony
Sigil of Chilling
Sigil of Debility
Sigil of Hobbling
Sigil of Peril
Sigil of Smoldering
Sigil of Venom
Sigil of Malice

Permanent Bonus Sigils
Sigil of Accuracy
Sigil of Bursting
Sigil of Force
Sigil of Transference
Sigil of the Night
Sigil of Impact
Sigil of Paralyzation

On Hit/Critical Hit Sigils
Sigil of Strength
Sigil of Purity
Sigil of Water

On Interrupt Sigils
Sigil of Ruthlessness
Sigil of Absorption
Sigil of Draining
Sigil of Rending

Weapon Swap Sigils
Sigil of Cleansing
Sigil of Battle
Sigil of Concentration
Sigil of Energy
Sigil of Intelligence
Sigil of Leeching
Sigil of Renewal
Sigil of Mischief

On Kill Sigils
Sigil of Benevolence
Sigil of Bloodlust
Sigil of Celerity
Sigil of Corruption
Sigil of Cruelty
Sigil of Demon Summoning
Sigil of Life
Sigil of Momentum
Sigil of Perception
Sigil of Luck
Sigil of Restoration
Sigil of Speed
Sigil of Stamina

________________________Overpowered Sigils________________________
Why are these sigils OP? Because they have random negative effects on opponents with no counterplay until it’s too late. Not fun for anyone to play against. These sigils give abilities to classes that were never meant to have them which totally eliminates build diversity. For example, warrior was never meant to have poison, yet it can have poison. Who needs to bring a class into the comp with actual access to poison, then?

My necromancer can inflict 5 conditions – weakness, chill, vulnerability, bleed and torment with 1 auto attack. Think that’s fair? Remove all of this, “On hit/critical hit, instantly kill your foe” garbage from the game.

Bring back the skill to this game.

Got poisoned? Then you know it’s because your opponent used a skill that inflicts poison – not because he had a random chance to inflict it whilst on his bunker build. This is one of the reasons that condition duration sigils are balanced – they’re buffing something that you already have access to.

Sigil of Generosity – Change to -> Skills that transfer conditions transfer 1 extra condi.
Sigil of Nullification – Change to -> Skills that remove boons remove 1 extra boon.
Sigil of Frailty – Change to -> Skills that inflict vulnerability inflict 1 extra stack. (2s)
Sigil of Blight – Change to -> Skills that inflict poison inflict 1 extra stack. (2s)
Sigil of Earth – Change to -> Skills that inflict bleed inflict 1 extra stack. (2s)
Sigil of Torment – Change to -> Skills that inflict torment inflict 1 extra stack. (2s)
Sigil of Ice – Change to -> Skills that inflict chill inflict 1 extra stack. (Make chill stack)
Sigil of Fire (AOE spam) – Change to -> Skills that inflict burn inflict 1 extra stack. (2s)
Sigil of Rage – Change to -> 10% increased damage while under effects of quickness.
Sigil of Incapacitation Change to -> 10% increased damage against crippled foes.
Sigil of Doom – Change to -> 10% increased damage against poisoned foes.
Sigil of Geomancy – Change to -> 10% increased damage against bleeding foes.
Sigil of Hydromancy – Change to -> 10% increased damage against chilled foes.
Sigil of Air – Change to -> Causes lightning strike when dealing damage over 25% of opponents maximum HP.

Might need some fine tuning (have a feeling burn would be overpowered somehow…) but I would prefer the game in a more balanced and counterplay-able direction such as this.

I would miss my hydromancy sigils just as much as you would. But I also know that swapping weapons to inflict thousands of damage (or remove blind) while chilling in AOE is unbalanced (which is why I use them)

(edited by Zefrost.3425)

My Opinion on Sigils - Balance

in PvP

Posted by: sinject.4607

sinject.4607

wall of text

first of all your definition of what makes a sigil overpowered is entirely flawed because it relies solely on the fallacy that something needs to be directly counterable to balanced. while direct counterplay is usually a strong indication of a balanced mechanic, there are many other elements to be taken into account to contextualize just how strong, or weak, a mechanic really is.

if that wasn’t bad enough, pretty much all of your suggestions are completely geared towards benefiting necromancer (your main) while reducing sigil viability across most other professions. what’s even worse is the fact you threw in multiple sigils that next to nobody uses and called them overpowered in an attempt to warrant changes to them that, again, directly benefit their use on necro.

you should be absolutely ashamed of this post.

My Opinion on Sigils - Balance

in PvP

Posted by: Kycoo Grim.9463

Kycoo Grim.9463

Why do you think no one uses most of these sigils? Because they’re balanced.

HA! So if all sigils are balanced no one should be using them? Most of the sigils aren’t used because they are too situational. Ogre slaying is useless for 99% of the game play. Burn duration isn’t needed for many classes because they HAVE NO BURNING not because 20% burn duration is balanced.

Not fun for anyone to play against. These sigils give abilities to classes that were never meant to have them which totally eliminates build diversity. For example, warrior was never meant to have poison, yet it can have poison. Who needs to bring a class into the comp with actual access to poison, then?

This is exactly why we need these sigils. Ele doesn’t get poison unless they take that sigil, but it does make is so they can dampen another classes ability to heal. Which than means that class is going to want to take some kind of condi cleanse (which they are likely to need anyway).

My necromancer can inflict 5 conditions – weakness, chill, vulnerability, bleed and torment with 1 auto attack. Think that’s fair? Remove all of this,
Bring back the skill to this game.

Yes, I do think that’s fair. Because as soon as you do that you can’t do that again for another 9 secs, and most of those will wear off pretty fast because you opted to take a sigil that does that and not one that will give you duration. There is a trade off that you are forgetting when people take those sigils.

Time to Dive into this mess…

Sigil of Generosity – Change to -> Skills that transfer conditions transfer 1 extra condi.

No. Transfer skills that would be affected by this are 3 skills from Necro, 1 from mesmer. No other class has ANY skill that would benefit form this change.

Sigil of Nullification – Change to -> Skills that remove boons remove 1 extra boon.

No again. Skills that would benifit from this: 4 Mes, 1 engi, 1 Rev, 2 Necro(untraited signet). That’s from all the skills in the game among all the classes. Traits that could POSSIBLY benefit from this: 1 Thief, 1 Mes, 2 Necro, 2 Rev. There would also be a BIG problem with this change paired with the last change you said in that they would work together WAY to well with necro signets. Transform boon on the enemy counts as a boon strip, which mean for every signet activated there would be an extra boon removed, which means an extra condi applied, which goes against your original argument.

Sigil of Ice – Change to -> Skills that inflict chill inflict 1 extra stack. (Make chill stack)

There is good reason they didn’t make chill stack. Its because Necro is the only class that can use chill to do damage, and a stacking chill effect for classes that can’t use it to do damage does what? Lengthen the duration of it? that makes it op because of necro. Stacking in intensity? Ele, Engi and Necro could than just make people move at a snails pace with skills that would never come off cd.

Sigil of Fire (AOE spam) – Change to -> Skills that inflict burn inflict 1 extra stack. (2s)

I have to give the face (0.o) to this. Why would you want this? Ele comes to might right away. Overload fire in the middle of a point, wait for some poor fool to try and jump you and laugh as they burn to death from a small fire skill rotation.

Sigil of Rage – Change to -> 10% increased damage while under effects of quickness.

Golly jeez Kitten! Rev and Mes and Engi and War and Thief and… who doesn’t benefit from this in a BIG way? Quickness effectively makes 1 person do the damage of 2, and you want them to have even more? that 10% looks more like 20% boost with a Warrior quickness burst. or worse, a Rev quickness burst.

Sigil of Incapacitation Change to -> 10% increased damage against crippled foes.
Sigil of Doom – Change to -> 10% increased damage against poisoned foes.
Sigil of Geomancy – Change to -> 10% increased damage against bleeding foes.
Sigil of Hydromancy – Change to -> 10% increased damage against chilled foes.

These ONLY favor power builds that passively apply these condi. Necro benefits from the poison and chill one while in Reaper Shroud, which means another 20% boost to their damage while already in one of the highest damaging forms in the game, which also acts as a safety net.

Sigil of Air – Change to -> Causes lightning strike when dealing damage over 25% of opponents maximum HP.

This change would be directly countered by a high HP build. If I have 25k hp (not hard to get as a Warrior) you would have to get a lucky crit of 6.25k on me to get that effect to proc. From what I see in youtube videos and not knowing the builds, a 4k crit seems to be a good day even from a thief right now in sPvP vs a warrior. Not a good change IMO.

Just a filthy Casual, move along.