New Patch: Remove sigils from PvP

New Patch: Remove sigils from PvP

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Posted by: Quadox.7834

Quadox.7834

The primary reason for many why sigils (in particular perhaps air and fire sigils) HAD to stay in PvP was because tanky bruisers such as celestial builds would take over and things would never die. Many players with both medium and high skill levels have stated this opinion. And i agree.

But now, with this new patch, burst damage is much much higher and condi spikes also much much higher. So can we finally please remove sigils from PvP? This would reduce the burst damage while keeping the fun that this patch has introduced and at the same time making the game much more skillful. Obviously, we could keep some sigils if needed. The main culprits are in my mind:
Air
Fire
Geo
Doom
Energy
Leeching
Hydromancy

Please tell me your opinions and if i forgot some sigil!

Yaniam [Mesmer]

^ Usually only characer that i play on

New Patch: Remove sigils from PvP

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Posted by: Morwath.9817

Morwath.9817

I would rather see damage in PvP reduced overall by ~30%. Anyway, if they won’t reduce damage somehow close to prepatch, for sure I won’t buy HoT.

New Patch: Remove sigils from PvP

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Posted by: Quadox.7834

Quadox.7834

I would rather see damage in PvP reduced overall by ~30%. Anyway, if they won’t reduce damage somehow close to prepatch, for sure I won’t buy HoT.

Why? So you would rather keep automatic air/fire procs and remove damage from actual skills?

Yaniam [Mesmer]

^ Usually only characer that i play on

New Patch: Remove sigils from PvP

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Posted by: Morwath.9817

Morwath.9817

I would rather see damage in PvP reduced overall by ~30%. Anyway, if they won’t reduce damage somehow close to prepatch, for sure I won’t buy HoT.

Why? So you would rather keep automatic air/fire procs and remove damage from actual skills?

Yes, because there are way much more procs (which come from traits) in this game and those are much bigger pain than air/fire. However I haven’t meant that that air/fire are good/healthy for the game.

New Patch: Remove sigils from PvP

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Posted by: Mrbig.8019

Mrbig.8019

The primary reason for many why sigils (in particular perhaps air and fire sigils) HAD to stay in PvP was because tanky bruisers such as celestial builds would take over and things would never die. Many players with both medium and high skill levels have stated this opinion. And i agree.

But now, with this new patch, burst damage is much much higher and condi spikes also much much higher. So can we finally please remove sigils from PvP? This would reduce the burst damage while keeping the fun that this patch has introduced and at the same time making the game much more skillful. Obviously, we could keep some sigils if needed. The main culprits are in my mind:
Air
Fire
Geo
Doom
Energy
Leeching
Hydromancy

Please tell me your opinions and if i forgot some sigil!

Blood.

Vamp runes

Btw there are builds that are broken even without sigils and should be nerfed into the ground regardless ( panic strike shadow arts D/P, burn engi/ele, with mes being a close contender).

Aside that, sigils and runes are just increasing the brokeness.

New Patch: Remove sigils from PvP

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d rather see their behaviors changed.

I will never like % chance for critical hits or effect triggering. There should be instead conditions to be met to trigger their effects, so you can aim for them instead it being just plain dumb luck.

For example, and these are just examples:

  • Fire triggering if the enemy has 3 or more allies around them. The more enemies hit, the longer the cooldown.
  • Air triggering if the enemy is ‘alone’ (no allied creatures within 600 range). The lower their health when hit, the longer the cooldown.
  • Geomancy triggering if you have less than a certain number of stacks of bleed on a target (regardless of any stack anyone else may have), based on creature rank (it’ll be lower against normal enemies, then you have veteran creatures and players, elites, champions, legendary and the highest stack to trigger would be vs epic bosses). Cooldown would be slightly increased.
  • Doom should trigger if you hit a player under a certain amount of health, poison duration would last more if it hits an enemy activating a healing skill.
  • Energy should have a higher cooldown the higher the character’s health. The current cooldown would be for about 33% health, at max health it’ll take double the time to recharge.
  • Leeching should scale to health missing. The current leeching would be for when your characters is around 25% HP.
  • Hydromancy would trigger if the enemy hit is moving, and have a slightly longer cooldown probably 12s instead 9.

While the sigil is recharged, it’ll show in your effect monitor, and none would trigger with auto-attacks, meaning you will have to decide which other skill is best to deliver the sigil effect.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)