(edited by Mrbig.8019)
Nerf Runes/Sigils! Say NO to RNG !!!
Lol’d at “since a fart can proc 5k”
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
It’s actually funny how you call burst-builds “skill-less”…
Nerfing sigils/runes wont really hurt the cele meta.
It WILL hurt the burst meta, since the sigils/runes they use, are more defining their build..
SAY NO TO BRAINDEAD CELE!
but say yes to braindead vamp runes? makes sense, because burst meta is why there are so many people running this.
+1 ’nuff has been said about this topic for ANet to act….
Pls nerf chill of death so it can’t crit like mug…
Its a guaranteed proc at 1/2 health that can hit for over 5k on a crit… add that to whatever attack triggered it (lich form hello) and it can instagib squishier classes.
And don’t say “just stay above 50% health the whole fight”
It’s actually funny how you call burst-builds “skill-less”…
Nerfing sigils/runes wont really hurt the cele meta.
It WILL hurt the burst meta, since the sigils/runes they use, are more defining their build..SAY NO TO BRAINDEAD CELE!
While I can agree with you, it’s clear that some sigils truly require a change.
Sigil of Geomancy= a 3 stacks of bleeding every 9s…too much, simply too much, reduce to 2 stacks
Sigil of intelligence = a 3 guaranteed crits on a 9s CD, again too much, it should be 1 and on a 10s CD
Sounds like personal preference inquiries to me. These are not game breaking.
I rather leave such inquiries for top NA and EU teams who play the game on a competitive level.
If you have issues with poison now, you’re going to just LOVE HoT’s condition stacking The salty river will flow violently.
Vamp runes were just nerfed, according to the patch notes:
Updated the sixth tier ability (mist form) to activate when struck while under 25% health, and profession-specific skills are no longer usable.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
The big problem with those spike dmg sigils is that they proc on anything. Even the fastest and/or unavoidable skills can proc a hugh dmg spike with air/fire. Weapon skills that can do very high dmg normally are balanced having a telegraphed effect and/or having a high cooldowns.
We have countless examples of very strong skills that are avoidable like Pin Down, eviscerate, whirling wrath, eruption, etc… Those skills let the enemy react to them. If there was a dmg threshold for air/fire to proc it would be ok. That way only hard hitting skills would proc them, not spamable autoatcks.
You would lose so much dynamic in build versatility if you began to nerf all of these sigil/rune effects. Rather than wishing for nerfs, consider wishing for buffs to the useless sigils/runes. As of now there are 42 possible sigils to use in pvp but only about 8 of them are viable at all. If useless sigils were buffed, the game would have much more flavor and that is exactly what pvp needs, not blanding nerfs.
You would lose so much dynamic in build versatility if you began to nerf all of these sigil/rune effects. Rather than wishing for nerfs, consider wishing for buffs to the useless sigils/runes. As of now there are 42 possible sigils to use in pvp but only about 8 of them are viable at all. If useless sigils were buffed, the game would have much more flavor and that is exactly what pvp needs, not blanding nerfs.
Those sigils and runes are 90% unavoidable/unpredictable damage.
it’s bad
It has no counterplay
It’s unhealthy for the game
Needs removed asap.
You would lose so much dynamic in build versatility if you began to nerf all of these sigil/rune effects. Rather than wishing for nerfs, consider wishing for buffs to the useless sigils/runes. As of now there are 42 possible sigils to use in pvp but only about 8 of them are viable at all. If useless sigils were buffed, the game would have much more flavor and that is exactly what pvp needs, not blanding nerfs.
Those sigils are 90% unavoidable/unpredictable damage.
it’s bad
It has no counterplay
It’s unhealthy for the game
Needs removed asap.
yepp – it’s not about them being “just” strong, it’s that they are:
- completely random procs
- you can’t react to/predict the procs, since they are “on hit”, so no dodging possible
- heavily favour certain builds
- add to the already very bursty meta
- aren’t fun or skill-dependant
- there are enough decent other sigils/runes that the builds that use air/fire etc. won’t just be unviable all of a sudden.
I see no possible reason why any1 would want to keep them in PvP.
I mentioned this in your other post about this.
The game is balanced with them, vitality is what it is to compensate. Vitality is a passive defense. Toughness is another passive defense adding to Armor. Neither of which are evenly distributed among classes.
So you take out sigils of air and fire, you would have to decrease Vitality and toughness on all classes and amulets or you would have to increase skill coefficients on so many skills across so many classes to rebalance the removal of that damage. As all of this is currently balanced with those sigils in mind.
With that said, then if were getting rid of RNG, well now we have crit chance to consider.
We also have variable weapon damage, we have skills that give boons RNG.
The list goes on and on.
You are taking one small piece of the RNG system and saying its unbalanced. There is a ton of RNG in this game and unskillful play. Like boons being given at 25% health or auto triggers, you did not trigger that, it triggers passively.
This game is centered around so much passive play its crazy, if were going to take out passive unpredictable damage, then we also need to do the same for passive defenses.
(edited by nightblood.7910)
I mentioned this in your other post about this.
The game is balanced with them, vitality is what it is to compensate. Vitality is a passive defense. Toughness is another passive defense adding to Armor. Neither of which are evenly distributed among classes.
So you take out sigils of air and fire, you would have to decrease Vitality and toughness on all classes and amulets or you would have to increase skill coefficients on so many skills across so many classes to rebalance the removal of that damage. As all of this is currently balanced with those sigils in mind.
With that said, then if were getting rid of RNG, well now we have crit chance to consider.
We also have variable weapon damage, we have skills that give boons RNG.
The list goes on and on.
That’s the problem, everything is balanced with those sigils/runes in mind.
That’s why the game is becoming a desert ( PvP wise) and that’s why no one takes it seriously ( infrastructure is another big point here).
Remove RnG so game can become skill based, THEN balance accordingly.
Moreover, crit chance is considered as a fairly accepted randomness, and there’s no need to add more.
I mentioned this in your other post about this.
The game is balanced with them, vitality is what it is to compensate. Vitality is a passive defense. Toughness is another passive defense adding to Armor. Neither of which are evenly distributed among classes.
So you take out sigils of air and fire, you would have to decrease Vitality and toughness on all classes and amulets or you would have to increase skill coefficients on so many skills across so many classes to rebalance the removal of that damage. As all of this is currently balanced with those sigils in mind.
With that said, then if were getting rid of RNG, well now we have crit chance to consider.
We also have variable weapon damage, we have skills that give boons RNG.
The list goes on and on.
That’s the problem, everything is balanced with those sigils/runes in mind.
That’s why the game is becoming a desert ( PvP wise) and that’s why no one takes it seriously ( infrastructure is another big point here).
Remove RnG so game can become skill based, THEN balance accordingly.
Moreover, crit chance is considered as a fairly accepted randomness, and there’s no need to add more.
Well I wsnt saying add more, I was saying that it is RNG. More over, for some reason damage based RNG is unacceptable but defensive RNG, no one says anything about.
I would love that my backstabs did not randomly meet a protection boon or aegis/block that was not triggered by the player themselves.
Or even in thief skills, I am a thief and I hate that a thief just immediately goes to stealth when I have jacked them based on a trait. Thats not skillful. They did nothing on their end to make that happen.
But the point is being HP and Armor is what it is, what would allow inherently squishy classes to overcome the HP and Armor of classes with inherent bonuses there if the damage is not then put into the skills themselves or the inherent bonuses lowered?
Or do we all just roll warriors and necros so we can compete?
(edited by nightblood.7910)
I agree remove all RNG that includes critical chance because all RNG is RNG. RNG is not good.
Powerful effects that have no counterplay is not good for a games PvP.
Fixed Op with the most random thing i’ve ever seen
-> Necro proccing Air/fire/chill of death with Air runes ( hitting for 3k)
Total damage -> 10 k
but say yes to braindead vamp runes? makes sense, because burst meta is why there are so many people running this.
And still die or lose the point either way. I don’t run vamp, they can keep it
I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.
I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.
First year burst builds were all about skill.
Only thief was broken due to stealth rendering.
all of that had counterplay (aside stealth openings whose are still a problem now).
Sigils/Runes damage CANT BE AVOIDED what’s so hard about it, it’s the opposite of skillful gameplay
Glad to see this thread return. Keep fighting the good fight MrBig. I got an infraction for questioning why the other thread was simply deleted, and not closed stating why. I think we’re on to something here. I think the word is: Obfuscation.
Anyway, Runes/Sigils either need to go or receive some kind of balance strictly for PvP. They work fine in PvE, and why they’ve been implemented as such in a competitive environment I’ll never know. I’m tired of a meta that revolves around which professions can best exploit the RNG involved.
https://www.youtube.com/watch?v=Am9gVQB8gss
+1, although Anet employees can’t read, so this will do no good. Or rather that’s the only reason I can think of as to why these issues go so long unacknowledged.
PS, next guy to comment might wanna dodge roll, I just farted and I’ve got air/fire on D’:
Why not just keep fire+ air runes and have them appear like the leeching effect when ready, but make all of those sigils be used if it is evaded/blocks? Therefore, those running burst builds who need the extra burst DPS of fire and air (me) or leeching, doom, etc, have to first use soft or hard CC to land the extra DPS? (although this might not work since sigils would be procced on use of the CC skill) However, I still think burst builds are the least of pvps worries with the current cele meta. I’d much rather have that fixed first then nerf the bursty high-risk high-reward builds.
Why not just keep fire+ air runes and have them appear like the leeching effect when ready, but make all of those sigils be used if it is evaded/blocks? Therefore, those running burst builds who need the extra burst DPS of fire and air (me) or leeching, doom, etc, have to first use soft or hard CC to land the extra DPS? (although this might not work since sigils would be procced on use of the CC skill) However, I still think burst builds are the least of pvps worries with the current cele meta. I’d much rather have that fixed first then nerf the bursty high-risk high-reward builds.
I’d prefer them remove every sigil other than on weapon swap sigils and balance classes so they don’t need them to function (in pvp at least). If that’s too much to ask, I’d personally like for all sigils to be on weapon swaps and display as you’ve described.
Still, less passive procs, the better.
I don’t even see the point in sigils since the same 6-8 of them get used by nearly everyone. Doom, intelligence, energy, air, fire, and then maybe some others like geomancy or hydromancy, anything else is probably a tiny fraction of sigil use. They need some.serious rebalancing and I think reverting the change to alow 2 of the same type.could go a long way.
(edited by Roe.3679)
Short response: I see people saying, “It’s better for the game if I can see and react to the spike and mitigate it that way.” I’m saying, “You know the damage is there so take preventative measures to defend.”
I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.
First year burst builds were all about skill.
Only thief was broken due to stealth rendering.
all of that had counterplay (aside stealth openings whose are still a problem now).
Sigils/Runes damage CANT BE AVOIDED what’s so hard about it, it’s the opposite of skillful gameplay
I think we look back in the past and say things were better when they were not. The sigils themselves have been around since the start. The only issue was the April 2014 update that changed the percentage and the cool down. The proc was increased from 30% to 50%.
We can talk about counter play. Since it procs an additional piece of damage 25% of the time on burst builds, the counter play would then be to build around damage reducing builds. Builds that focus on protection and weakness will mitigate the burst. A successful application of weakness will ensure that you lock down the proc sigils during that time since you can’t crit while under the effects of weakness.
However since we have condition cleanse, that could be an issue. Since this is a team game, however, a team that focuses on weakness could successfully apply weakness more than the other team could cleanse thus mitigating the issue. AOE weakness is available. On a 1v1 level, would this be difficult? Sure. But since this is a team game, a team could spec for this.
I feel like the complaint totally misses the team aspects of the game to cover and counter. Peeling and tanking. We’ll see what happens when Taunt comes into play.
Crit chance/damage is RNG…
The Dhuumfire thread
Every sigil should strive to be like Sigil of Impact – 10% more damage to disabled foes.
This is one of the most balanced sigils in the game since it requires you to actually do something to get a reward. Funny thing is that it’s not a bad sigil even now being overshadowed by the broken ones.
So therefore, balancing the broken sigils will improve this game a hell of a lot. Would prefer to see changes like this:
Sigil of Doom – Poison further decreases heal potency by 7%.
Sigil of Air – Activates when a single strike does 25% of an opponents max health. (5scd)
Just some examples…
We all understand there is RNG with crit chance and a couple other things that we need to account for. The reason why air+fire sigils need nerf/removal is due to how strong they are imo. Sure i can account for their dmg but its not like i can avoid all enemy burst setups/rotations, while also dodge every single little attack inbetween that is going to proc those.
An example(probably a poor one) would be having a fight with a mes which is fairly even, you both get to half hp or a little lower, you manage to juke out a couple of his big hits and even avoid his shatter combo, but then he lands an auto attack on you and both sigils proc and hit you hard and put you in a bad spot or possibly downed.
just my 2cents
Short response: I see people saying, “It’s better for the game if I can see and react to the spike and mitigate it that way.” I’m saying, “You know the damage is there so take preventative measures to defend.”
I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.
First year burst builds were all about skill.
Only thief was broken due to stealth rendering.
all of that had counterplay (aside stealth openings whose are still a problem now).
Sigils/Runes damage CANT BE AVOIDED what’s so hard about it, it’s the opposite of skillful gameplay
I think we look back in the past and say things were better when they were not. The sigils themselves have been around since the start. The only issue was the April 2014 update that changed the percentage and the cool down. The proc was increased from 30% to 50%.
We can talk about counter play. Since it procs an additional piece of damage 25% of the time on burst builds, the counter play would then be to build around damage reducing builds. Builds that focus on protection and weakness will mitigate the burst. A successful application of weakness will ensure that you lock down the proc sigils during that time since you can’t crit while under the effects of weakness.
However since we have condition cleanse, that could be an issue. Since this is a team game, however, a team that focuses on weakness could successfully apply weakness more than the other team could cleanse thus mitigating the issue. AOE weakness is available. On a 1v1 level, would this be difficult? Sure. But since this is a team game, a team could spec for this.
I feel like the complaint totally misses the team aspects of the game to cover and counter. Peeling and tanking. We’ll see what happens when Taunt comes into play.
Ye ye good and all.
Again, a skill based game revolves around big plays
→ dodge that 5 k arcing arrow / 7 k eviscerate
→ interrupt thief stealth combo
→ dodge that big barrage coming to you
→ interrupt dat necro heal
and so on.
Sigils are making these “skill based” plays totally irrilevant since
→ farts proccing 5 k damages
→ instant weap swaps doing 4 k damage ( even more with geo doom, even more with vamp runes)
→ air runes proccing WHILE BLOCKING/EVADING and able to proc all on crit sigils.
And so on.
There’s no point in dodging key abilities since even 200 damage abilities can unchain the god of procs and down you from 10k health to 0
( and dear god it happened, i got a nec getting air runes+fire+air+ chill of death on me WHILE I WAS BLOCKING WITH SHELTER ON GUARD and got insta downed).
Professions should be based around their own strenghts, not around sigils.
Current meta is not defined by cele amulet, it’s defined by SIGILS and RUNES.
Engies are overlords because it’s the proff synergizing better with sigils due to INNATE passive procs ( IP).
There’s nothing to defend here, this is like the worst case scenario of every game trying to be competitive.
Sigils and Runes have warped the game for a very long time now, I just hope these threads eventually get through to devs. The damage cannot be avoided and for any game thats meant to be about dodging and animations they make a mockery of it.
Please deal with this now, just lock the recharges as was – bring back people choosing 1 swap or proc and 1 base Sigil. Cele may need nerf’d at the same time.
Current meta is not defined by cele amulet, it’s defined by SIGILS and RUNES.
Engies are overlords because it’s the proff synergizing better with sigils due to INNATE passive procs ( IP).
There’s nothing to defend here, this is like the worst case scenario of every game trying to be competitive.
There’s the elephant in the room Anet doesn’t want to talk about. I’d like to think they’re reasonable folk however, so maybe if we can drum up enough dissent they’ll consider changing things.
To the guy mentioning Weakness and Protection, I’ve run builds specializing in both. Scepter/Dagger Necro has tons of Weakness application especially with Withering Precision for Weakness on crit, Spectral Armor along with Last Gasp, and Spectral Wall for Protection. I take Runes to increase Protection uptime and the minor trait to make Spectral skills last longer.
With that build I can nullify and mitigate enormous amounts of damage, including Sigil procs. But look what I had to do. I had to dedicate an entire build to counteract an RNG proc system that’s beyond out of control. My build isn’t even designed to take on certain professions, but ITEMS. How bad is that?
https://www.youtube.com/watch?v=Am9gVQB8gss
not only random dmg procs are for me the problem but also the passive stunbreaks every class has in its traits.
You can only guess if or if not your opponent has such a trait selected.
You try to interrupt for example an eviscerate and get instead a 9k hit right in your face.
At least make those visible so you can act accordingly
2. Hammer guard proccing air/fire/hammer chill with Justice’s intervention
While I agree on sigils being stupid I kinda feel like pointing out that every decent hammer guard uses intel and not air+fire on hammer.
Seriously though if they would just delete sigils and buff everybodies damage a bit (no buffs on autos though) to compensate this game would be a lot more fun imo.
Sigils and Runes have warped the game for a very long time now, I just hope these threads eventually get through to devs. The damage cannot be avoided and for any game thats meant to be about dodging and animations they make a mockery of it.
Please deal with this now, just lock the recharges as was – bring back people choosing 1 swap or proc and 1 base Sigil. Cele may need nerf’d at the same time.
Wont happen :P
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Sigils and Runes have warped the game for a very long time now, I just hope these threads eventually get through to devs. The damage cannot be avoided and for any game thats meant to be about dodging and animations they make a mockery of it.
Please deal with this now, just lock the recharges as was – bring back people choosing 1 swap or proc and 1 base Sigil. Cele may need nerf’d at the same time.
Wont happen :P
Silence whelp!! Lyssa confound you!
Every sigil should strive to be like Sigil of Impact – 10% more damage to disabled foes.
This is one of the most balanced sigils in the game since it requires you to actually do something to get a reward. Funny thing is that it’s not a bad sigil even now being overshadowed by the broken ones.So therefore, balancing the broken sigils will improve this game a hell of a lot. Would prefer to see changes like this:
Sigil of Doom – Poison further decreases heal potency by 7%.
Sigil of Air – Activates when a single strike does 25% of an opponents max health. (5scd)Just some examples…
This is actually the best set of examples I’ve seen to changing the random proc sigils.
This needs to happen already. Can you imagine? Fights will most likely last a little longer, or at the very least won’t abruptly end all of a sudden without the possibility of counter play.
https://www.youtube.com/watch?v=Am9gVQB8gss
Here’s an idea, but it isn’t too good… Increase the ICD but make them player controlled, like add an F6 to trigger your sigil, would allow for a nice wy to “finish” your opponent. I hate when sigil of rage just randomly procs when I’m AA’ing a downed person
FeelsBadMan
Every sigil should strive to be like Sigil of Impact – 10% more damage to disabled foes.
This is one of the most balanced sigils in the game since it requires you to actually do something to get a reward. Funny thing is that it’s not a bad sigil even now being overshadowed by the broken ones.So therefore, balancing the broken sigils will improve this game a hell of a lot. Would prefer to see changes like this:
Sigil of Doom – Poison further decreases heal potency by 7%.
Sigil of Air – Activates when a single strike does 25% of an opponents max health. (5scd)Just some examples…
To make them balanced, all classes should have the same access and usefulness to them. For instance in your sigil of doom example, all classes don’t have access to poison whereas actual sigil of doom allows classes that don’t to counter high regen/healing builds to some extent. Same for your Sigil of Air example, it would favor classes that have high damage single skill, and classes with high toughness/vitality would be less likely get hit. If I followed the logic here, I would make Sigil of air increase only lighting damage by 7%.
But I see your point, and I agree on that.
Nerfentalist of Augury Rock
Rng = bad (can’t be avoided)
Prediction = good (can be avoided)
Proposed changes:
Sigil of Fire – your attacks deal additional 5…17…20 fire damage while your enemy is burning.
Sigil of Air – your attacks deal additional 5…17…20 lighting damage while your enemy is stunned or dazed.
Sigil of Earth – your attacks deal additional 5…17…20 earth damage while your enemy is bleeding.
Sigil of Water – your attacks deal additional 5…17…20 frost damage while your enemy is chilled.
Sigil of Doom – when you swap to this weapon set, your next attack applies poison when you flank your target.
Sigil of Geomancy – when you swap to this weapon set, your next attack applies bleeding when you flank your target.
Sigil of Hydromancy – when you swap to this weapon set, your next attack applies chill when you flank your target.
Etc.. Just to give some examples
Rng = bad (can’t be avoided)
Prediction = good (can be avoided)Proposed changes:
Sigil of Fire – your attacks deal additional 5…17…20 fire damage while your enemy is burning.
Sigil of Air – your attacks deal additional 5…17…20 lighting damage while your enemy is stunned or dazed.
Sigil of Earth – your attacks deal additional 5…17…20 earth damage while your enemy is bleeding.
Sigil of Water – your attacks deal additional 5…17…20 frost damage while your enemy is chilled.Sigil of Doom – when you swap to this weapon set, your next attack applies poison when you flank your target.
Sigil of Geomancy – when you swap to this weapon set, your next attack applies bleeding when you flank your target.
Sigil of Hydromancy – when you swap to this weapon set, your next attack applies chill when you flank your target.Etc.. Just to give some examples
The only fair sigils would be +X % damage/condi duration or similar tbh.
On swap sigils are bad, so are on crit sigils.
Intelligence is somewhat decent tho, but 3 hits are way too much
Sigil of intelligence = a 3 guaranteed crits on a 9s CD, again too much, it should be 1 and on a 10s CD
That would actually make the sigil worthless.
Between having enough precision/fury to proc a crit at the same time as your intel sigil procs…or evades/blinds/aegis and a number of other things that can force you to miss your crit…1 guaranteed crit just isn’t worth a kitten . In the first place, you generally need to set up to make sure you land one of your stronger crit skills so you end up using one or two of your crits on a low damage immobilize skill so you can land your higher damage telegraphed skill.
…And to increase the cooldown on top of it.
A nerf, okay, but it’s kind of a joke to make it more than 66% less effective.
I personally thing the three crits are very necessary to set up, so what it needs is an increased cd. 15second I think is fine.
(edited by Kagamiku.9731)
Lol’d at “since a fart can proc 5k”
I farted earlier irl and thought I procced a fire sigil but then I realized it was just a Taco Bell fart.
LGN
Rng = bad (can’t be avoided)
Prediction = good (can be avoided)Proposed changes:
Sigil of Fire – your attacks deal additional 5…17…20 fire damage while your enemy is burning.
Sigil of Air – your attacks deal additional 5…17…20 lighting damage while your enemy is stunned or dazed.
Sigil of Earth – your attacks deal additional 5…17…20 earth damage while your enemy is bleeding.
Sigil of Water – your attacks deal additional 5…17…20 frost damage while your enemy is chilled.
Just chiming in to say I agree this is what sigils should have been. Situational effects that enhance builds, not ones that just tack extra power on it. In the case of fire/air, way too much power.
Rng = bad (can’t be avoided)
Prediction = good (can be avoided)Proposed changes:
Sigil of Fire – your attacks deal additional 5…17…20 fire damage while your enemy is burning.
Sigil of Air – your attacks deal additional 5…17…20 lighting damage while your enemy is stunned or dazed.
Sigil of Earth – your attacks deal additional 5…17…20 earth damage while your enemy is bleeding.
Sigil of Water – your attacks deal additional 5…17…20 frost damage while your enemy is chilled.Just chiming in to say I agree this is what sigils should have been. Situational effects that enhance builds, not ones that just tack extra power on it. In the case of fire/air, way too much power.
QFT
I just think the sigils shouldn’t be able to proc when the user is downed. Its absurd when I down a power necro or thief in 1v1 and I’m at 30-50% on a squishy build and can’t stomthem before passive procs take down me, and then suddenly they out-down-dps me and rally. Thats just not right.
Taking a break from GW2 to play various
Nintendo games..
The game has came to the point where basically there’s no point in dodging important skills, since a fart can proc 5 k sigils and a 200 damage attack will get u insta ded.
The aphoteosis is
1. cele engi with vamp runes/intelligence/doom whereas a single autoattack will proc 7 secs poison/7sec burn/1 k leech
2. Hammer guard proccing air/fire/hammer chill with Justice’s intervention
3. Necros proccing air-fire-chill of death with Air Runes
4. Thieves dealing 4 k damage with head shot thx to vamp leech/air/fire and proccing Panic Strike.5. Shoutbows killing you with Geo-Doom weapon swaps
6. All other professions killing you with 3k Hydro-Leech weap swaps.
7. Warriors dealing 6 k damage with dodge thx to reckless dodge crit ( air/fire) and random vamp leech.
The game is getting skill- less and skill-less every patch.
Nerf runes and Sigils, say ENOUGH WITH RNG.
Engi’s can’t weapon swap. So how would they work? Never mind I’ve worked it out.
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|
(edited by BrotherBelial.3094)
Having Randomness to a game doesn’t negate skill. Poker is random as far as what cards you get yet it is a very high skill game.