Nerf Runes/Sigils! Say NO to RNG !!!
On crit sigils aren’t random at all that’s the problem. They never miss by design unlike doom/leeching (much like incendiary powder, chill of death, and panic strike) giving them 0 counter-play. They are just BIS for dps in pvp.
If you play a build that they actually are random (soldier) they simply aren’t worth slotting at all because the payoff when they do proc isn’t worth it.
I might be confused.
Isnt
(crit) -> (Sigil doesnt proc) -> (normal crit dps) = considered a miss by design?
because as long as that happens its like you dont have sigils on.
I can guarantee my sigil of doom will hit if I have a stun skill, count dodges, and/or have burned opponents evades.
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.
On crit sigils aren’t random at all that’s the problem. They never miss by design unlike doom/leeching (much like incendiary powder, chill of death, and panic strike) giving them 0 counter-play. They are just BIS for dps in pvp.
If you play a build that they actually are random (soldier) they simply aren’t worth slotting at all because the payoff when they do proc isn’t worth it.
I might be confused.
Isnt
(crit) -> (Sigil doesnt proc) -> (normal crit dps) = considered a miss by design?
because as long as that happens its like you dont have sigils on.
I can guarantee my sigil of doom will hit if I have a stun skill, count dodges, and/or have burned opponents evades.
You’re thinking of it the wrong way, with other skills a “Miss” puts the skill on CD meaning it CANNOT hit for the next Xsecs, this is not how proc sigils work.
On crit sigils aren’t random at all that’s the problem. They never miss by design unlike doom/leeching (much like incendiary powder, chill of death, and panic strike) giving them 0 counter-play. They are just BIS for dps in pvp.
If you play a build that they actually are random (soldier) they simply aren’t worth slotting at all because the payoff when they do proc isn’t worth it.
I might be confused.
Isnt
(crit) -> (Sigil doesnt proc) -> (normal crit dps) = considered a miss by design?
because as long as that happens its like you dont have sigils on.
I can guarantee my sigil of doom will hit if I have a stun skill, count dodges, and/or have burned opponents evades.
You’re thinking of it the wrong way, with other skills a “Miss” puts the skill on CD meaning it CANNOT hit for the next Xsecs, this is not how proc sigils work.
True. Hmm. so should fire and air work like that? Show a little token on the hotbar saying (I have fire proc lol) and if it misses, put it on CD?
Could be nice. If those tokens come up at the same time as their normal sigil CD’s though, you’d just be guaranteeing damage again.
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.
Before the changes, sigil internal cooldowns (ICD) were shared. When one sigil proc’ed, it would put all other sigils on cooldown for the proc’ing sigil’s ICD. Air + Fire wasn’t a thing. Also, the on-crit sigils only had a 30% chance to trigger on crit, so it was less likely that they would go off in one or two attacks.
I know that, it was a question i want people to answer themselves. The sigils are op and that is why there are SO many players complaining about them, compared to how many complained at how the sigils worked before the patch. ^^
^ Usually only characer that i play on
Did anyone who is defending this topic play the game before the sigil changes?
Yes
How come noone complained this much about fire / air sigil back then?
Before the changes, sigil internal cooldowns (ICD) were shared. When one sigil proc’ed, it would put all other sigils on cooldown for the proc’ing sigil’s ICD. Air + Fire wasn’t a thing. Also, the on-crit sigils only had a 30% chance to trigger on crit, so it was less likely that they would go off in one or two attacks.
I honestly find it amusing that sigil of geomancy was put on scale of being incredibly powerful like crit sigils which have zero counter play, where as swap sigils, especially one like geomancy do have counterplay.
Haha, NO. So you know exactly when an elementalist is going to swap an attunement or an engi will equip a kit and you’re tracking when it’s been 9 seconds since they last triggered the sigil?
Typically an ele starts in Air(almost regardless of what weapon set he uses. but let’s say D/D). He either RtL or LF to you followed by Updraft with shocking aura. Switch to Fire right after(if you dodged his updraft you should be out of range of any sigil procs ^^), burning speed to ring of fire, roll into earth attunement evasive arcana(would be out of range if you dodged that burning speed and didnt stand in place while he casted ring of fire and dodged. LOL). Magnetic grasp followed by earthquake then 2nd stage of magentic grasp to jump to you and switch to water + Frozen burst when he reaches you ( oh wait, if you dodged that magnetic grasp it wouldn’t matter). Then switch back to air and repeat.
Yes, I can predict when an ele is going to switch attunements.
And counting how many seconds are between specific skills that hit very hard or at least knowing the cooldown is something commonplace for those who wish to better themselves when it comes to pvp.
Only a bad ele will follow that pattern. On a certain level and above it becomes exponentially harder to predict. A bad warrior wil be easy to predict the geo doom swap for, but a good one will wait and then do it after a dodge for example. ^^
^ Usually only characer that i play on
I would like to point out that simply cuz stronghold could shift the focus from killing players to killing objectives that i no way devs should forget about all the kittenty lameness sigils and runes are bringing to the game.
Just a reminder.
I never post in forums but air/fire and other procs such as incen spinal Rangers passive immunity and dodge protection severely need to be toned down.
Sigils have allowed classes such as s/d teef and Ned guard to build defensively and rely on the dmg from rng procs to kill.
And people say turret ENGI was bad……
I use Air/Fire and Doom/Geo, and I also main a Power Necro. I still say Runes/Sigils need to go or be tweaked somehow. It does nothing good for PvP and the over-reliance players have on them has to be somewhat embarrassing to Anet. It renders all their development on professions weak in comparison.
https://www.youtube.com/watch?v=Am9gVQB8gss
On crit sigils aren’t random at all that’s the problem. They never miss by design unlike doom/leeching (much like incendiary powder, chill of death, and panic strike) giving them 0 counter-play. They are just BIS for dps in pvp.
If you play a build that they actually are random (soldier) they simply aren’t worth slotting at all because the payoff when they do proc isn’t worth it.
I might be confused.
Isnt
(crit) -> (Sigil doesnt proc) -> (normal crit dps) = considered a miss by design?
because as long as that happens its like you dont have sigils on.
I can guarantee my sigil of doom will hit if I have a stun skill, count dodges, and/or have burned opponents evades.
You’re thinking of it the wrong way, with other skills a “Miss” puts the skill on CD meaning it CANNOT hit for the next Xsecs, this is not how proc sigils work.
True. Hmm. so should fire and air work like that? Show a little token on the hotbar saying (I have fire proc lol) and if it misses, put it on CD?
Could be nice. If those tokens come up at the same time as their normal sigil CD’s though, you’d just be guaranteeing damage again.
Even if they had some visual it wouldn make them counterable but still broken.
it’s still free added damage, and the proof is how strong geo-doom /hydro-leech are ( although most of it is due to the damage part of those sigils, proccing all the kitten).
Game would be way better with no runes and sigila at all, mostly cuz they’re way too strong ans broken.
Mainly in this game you die to random burning procs or aoe and sigil procs. That is most deaths
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
On crit sigils aren’t random at all that’s the problem. They never miss by design unlike doom/leeching (much like incendiary powder, chill of death, and panic strike) giving them 0 counter-play. They are just BIS for dps in pvp.
If you play a build that they actually are random (soldier) they simply aren’t worth slotting at all because the payoff when they do proc isn’t worth it.
I might be confused.
Isnt
(crit) -> (Sigil doesnt proc) -> (normal crit dps) = considered a miss by design?
because as long as that happens its like you dont have sigils on.
I can guarantee my sigil of doom will hit if I have a stun skill, count dodges, and/or have burned opponents evades.
You’re thinking of it the wrong way, with other skills a “Miss” puts the skill on CD meaning it CANNOT hit for the next Xsecs, this is not how proc sigils work.
True. Hmm. so should fire and air work like that? Show a little token on the hotbar saying (I have fire proc lol) and if it misses, put it on CD?
Could be nice. If those tokens come up at the same time as their normal sigil CD’s though, you’d just be guaranteeing damage again.
Even if they had some visual it wouldn make them counterable but still broken.
it’s still free added damage, and the proof is how strong geo-doom /hydro-leech are ( although most of it is due to the damage part of those sigils, proccing all the kitten).
Game would be way better with no runes and sigila at all, mostly cuz they’re way too strong ans broken.
I agree
^ Usually only characer that i play on