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Posted by: Daecollo.9578

Daecollo.9578

This rune is +15% to stun effects, although it says 15%, because of the way it works, it raises the stun by 1 second.

For example, with this rune the dreaded Skull Crack everyone loves goes to 4 seconds from 3. This is the very reason Tactical Strike was nerfed in the first place, however the funny thing is, Skull Crack is better, since it lasts twice as long, and Tactical Strike was nerfed into oblivion.

However, the problem was not these abilities, it is just simply how powerful Sigil of Paralyzation is, it turns balanced traits into godmode ones and makes people call balance in every aspect of a class.

Honestly, I am not a big fan of Stuns and Fears, I believe that CC should all be unique, I like CC like Immobilize and Disarm (Able to move, but can’t attack.) because they are much more balanced in the sense that you can still do something.

I am suprised for a game like this you didn’t add more CC, like a condition that makes your movement all backwards would be fun.

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Posted by: Leuca.5732

Leuca.5732

Stuns/hard cc are too rampant in this game and will probably continue on this way.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

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Posted by: Daecollo.9578

Daecollo.9578

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

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Posted by: Kharr.5746

Kharr.5746

Do you happen to know if the stun is still improved if you stun the opponent then swap weapons that don’t have the sigil on? E.g. sigil on mace, then swap to GS.

Also, you should try dodging skull crack. It has quite the wind-up. You can run through your opponent to cancel it too (which is pretty easy since he’s likely running at you in an attempt to land it).

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Posted by: Daecollo.9578

Daecollo.9578

Do you happen to know if the stun is still improved if you stun the opponent then swap weapons that don’t have the sigil on? E.g. sigil on mace, then swap to GS.

Also, you should try dodging skull crack. It has quite the wind-up. You can run through your opponent to cancel it too (which is pretty easy since he’s likely running at you in an attempt to land it).

If your opponent is an Asura, skull crack looks exactly like the mace auto-attack.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

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Posted by: Daecollo.9578

Daecollo.9578

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I didn’t ask for it to be nerfed. I just wanted it to be looked at a bit. I would like other sigils to be a bit more viable if this kind of powerful effect remains in the game.

um.. nevermind.. I actually DID say it to be nerfed… there I changed it.

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Posted by: offence.4726

offence.4726

Sigil of Paralyzation is fine as it is , some use it on other classes not just warrior , examples being thiefs , mesmers etc.
Maybe try and nerf Skull Crack

play hard , go pro.

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Posted by: Zzod.5791

Zzod.5791

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

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(edited by Julius.1094)

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Posted by: Daecollo.9578

Daecollo.9578

I would really like the Sigil to be looked at, I don’t think its current power is intended.

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Posted by: The Boz.2038

The Boz.2038

If something is too strong, it doesn’t matter if it is intended design or not. A nerf is a reduction in overall power, and this needs it.
But then again, a mere 15% increase does seem a bit short on pretty much all short-duration stuns. “Look at” is the best term, yes.

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Posted by: Daecollo.9578

Daecollo.9578

If something is too strong, it doesn’t matter if it is intended design or not. A nerf is a reduction in overall power, and this needs it.
But then again, a mere 15% increase does seem a bit short on pretty much all short-duration stuns. “Look at” is the best term, yes.

Well, it just seems much better then the other Sigils in terms of power. Bringing it down to 10% like the other sigils would be lovely.

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Posted by: Sensotix.4106

Sensotix.4106

the sigil actually increased the duration by 1 or 2 seconds depending on the skill because it is rounded up..i have tested it with a few classes/skills

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Posted by: Zzod.5791

Zzod.5791

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

Yawn. Nice snarky backpeddle. You are lying to yourself.

“It is a 15% duration and is working as such”-Julius
“It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun "-Julius

Those are your words and they are wrong. If the sigil actually increases the duration of skull crack’s stun into 4 seconds from 3 seconds (which it does unbeknownst to you until this thread), then the sigil is not actually +15% duration and the stun is not 3.45 seconds like YOU stated. So, you were wrong.

I don’t even need to go any deeper into this as the mere fact that the above words were yours completely invalidates any credibility or experience you had on the subject matter. Buh Bye.

(edited by Zzod.5791)

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Posted by: Fenrir.5493

Fenrir.5493

If something is too strong, it doesn’t matter if it is intended design or not. A nerf is a reduction in overall power, and this needs it.
But then again, a mere 15% increase does seem a bit short on pretty much all short-duration stuns. “Look at” is the best term, yes.

Its pretty ridiculous that you think this is too strogn but then you RISE your condimancer flag when someone talks about conditions, pretty hypocrite.

I think sigil of paralysation is fine, no one abuses it, also whoever cryes about stuns or skull crack in particular really needs to lern how to use the tons of stun breaks, evades and invulnerabilities that the game provides.

Also if they nerf skull crack then make all warriors abilities movile including hundred blades without reducing its damage because you know, pretty much this class relies on stunlock the opponents before he can land a burst, where other classes like thief just spam the hell out of backstab until it lands no matter how much you block, or spam blinds, spam heart seeker that follows the target till the end of the world, spam evasion full time, teleport, steaalth, full cheese gamplay and blinds to complete shut down melee users, and lets not talk about necros with complete OP abilities that dont even have a proper animation so you are burst down with no clue of how to avoid those things, you dont have the opportunity to avoid any of that, and do tons of damage in use and in time with conditions, engies just throwing granades like there is no tomorrow doing a lot of damage and condition damage, there are a lot of things in this game that are not balanced compared to skull crack or any stun ability.

I really find hilarious and patethic the hypocrite attitude of the people that cry for nef the warriors when they use super cheese clases with very op mechanics, while warrior is the only balanced class of the entire game, its the only class that offers fair gameplay to those who really know how to counter warriors abilities, because you know?, they actually can be countered, not like the insta-gibbing crap other classes have.

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(edited by Fenrir.5493)

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Posted by: Daecollo.9578

Daecollo.9578

Classes should not rely on CC to hit things, that is just bad design.

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Posted by: Fenrir.5493

Fenrir.5493

Classes should not rely on CC to hit things, that is just bad design.

They designed the warrior that way, and i dont see that they are going to redisign it, so if they listen to all the patethic cryes of people that can no use a single stun break then the warrior will stay useless forever because they like i said not going to rework the class.

About the sigil of paralysation:

If you use 2 sigils of paralysation that is 3.90 seconds… where is the problem again?

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Posted by: Derps.7421

Derps.7421

The sigil rounds up the warrior stun. I makes it i think i saw 3.74 then it just rounds it up to 4. I am pretty sure i saw this somewhere i could be completely wrong though.

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Posted by: Defektive.7283

Defektive.7283

Classes should not rely on CC to hit things, that is just bad design.

They designed the warrior that way, and i dont see that they are going to redisign it, so if they listen to all the patethic cryes of people that can no use a single stun break then the warrior will stay useless forever because they like i said not going to rework the class.

About the sigil of paralysation:

If you use 2 sigils of paralysation that is 3.90 seconds… where is the problem again?

It doesnt stack.

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Posted by: Fenrir.5493

Fenrir.5493

Classes should not rely on CC to hit things, that is just bad design.

They designed the warrior that way, and i dont see that they are going to redisign it, so if they listen to all the patethic cryes of people that can no use a single stun break then the warrior will stay useless forever because they like i said not going to rework the class.

About the sigil of paralysation:

If you use 2 sigils of paralysation that is 3.90 seconds… where is the problem again?

It doesnt stack.

It stacks actually is like every other permanet sigil like 5% more damage and crit chance.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: The Boz.2038

The Boz.2038

Classes should not rely on CC to hit things, that is just bad design.

They designed the warrior that way, and i dont see that they are going to redisign it, so if they listen to all the patethic cryes of people that can no use a single stun break then the warrior will stay useless forever because they like i said not going to rework the class.

About the sigil of paralysation:

If you use 2 sigils of paralysation that is 3.90 seconds… where is the problem again?

It doesnt stack.

It stacks actually is like every other permanet sigil like 5% more damage and crit chance.

Those two don’t stack.

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Posted by: Derps.7421

Derps.7421

Classes should not rely on CC to hit things, that is just bad design.

They designed the warrior that way, and i dont see that they are going to redisign it, so if they listen to all the patethic cryes of people that can no use a single stun break then the warrior will stay useless forever because they like i said not going to rework the class.

About the sigil of paralysation:

If you use 2 sigils of paralysation that is 3.90 seconds… where is the problem again?

It doesnt stack.

It stacks actually is like every other permanet sigil like 5% more damage and crit chance.

Those two don’t stack.

They only effect the weapon they are on. With the exception of the 5% crt sigil i’m pretty sure it effects only the weapon set.

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Posted by: Defektive.7283

Defektive.7283

Negative, they stack across your weapon set, but only once.

It’s the same mentality behind OnCrit weapons with cooldowns, you cant use two of them at the same time since the CD applies to both.

Lets say you’re using Sword Mace.

+5% damage will affect both Sword and Mace.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Likewise, if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

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Posted by: Fenrir.5493

Fenrir.5493

Ok all of this problems are interpretation problems thankz to the devs that dont actually give straight information about what the hell is going on with the game, lets see i found all of these info about sigils:

First this states that the only permanent sigils that dont stack are force and accuracy:

http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/

This post and there are others, where players are comlaining that sigil of accuracy is not showing the buff of the crit chance:

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigil-of-Accuracy-gives-5-Critical-Chance/first

Here is another post of people having no idea of how this things work:

https://forum-en.gw2archive.eu/forum/game/players/Do-Damage-Sigils-Stack/first#post2461925

The wiki says this:

-Static bonus sigils

Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance).

With all of these we can conclude that at least is pretty sure that sigil of paralysation DOES stack, the others well, some source says they does, other says they dosent.

I think the UI should dispay all of these bonuses with the respective changes of the sigils you have on the weapons because for that reason we have no idea what they are doing or if they are doing something at all.

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(edited by Fenrir.5493)

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Posted by: Defektive.7283

Defektive.7283

Ok all of this problems are interpretation problems thankz to the devs that dont actually give straight information about what the hell is going on with the game, lets see i found all of these info about sigils:

First this states that the only permanent sigils that dont stack are force and accuracy:

http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/

This post and there are others, where players are comlaining that sigil of accuracy is not showing the buff of the crit chance:

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigil-of-Accuracy-gives-5-Critical-Chance/first

Here is another post of people having no idea of how this things work:

https://forum-en.gw2archive.eu/forum/game/players/Do-Damage-Sigils-Stack/first#post2461925

With all of these we can conclude that at least is pretty sure that sigil of paralysation DOES stack, the others well, some source says they does, other says they dosent.

I think the UI should dispay all of these bonuses with the respective changes of the sigils you have on the weapons because for that reason we have no idea what they are doing or if they are doing something at all.

We’ve tested the double sigil of paral with stop watches, doesn’t stack.

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigil-of-Accuracy-gives-5-Critical-Chance/first

Is over a year old, that bug has been fixed.

https://forum-en.gw2archive.eu/forum/game/players/Do-Damage-Sigils-Stack/first#post2461925

Is correct, different static bonus’s stack, but the same bonus does not stack.

IE +5% crit chance and +5% damage stack, but +5% damage x2, does not stack.

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Posted by: Daecollo.9578

Daecollo.9578

They don’t stack.

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Posted by: Fenrir.5493

Fenrir.5493

Ok all of this problems are interpretation problems thankz to the devs that dont actually give straight information about what the hell is going on with the game, lets see i found all of these info about sigils:

First this states that the only permanent sigils that dont stack are force and accuracy:

http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/

This post and there are others, where players are comlaining that sigil of accuracy is not showing the buff of the crit chance:

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigil-of-Accuracy-gives-5-Critical-Chance/first

Here is another post of people having no idea of how this things work:

https://forum-en.gw2archive.eu/forum/game/players/Do-Damage-Sigils-Stack/first#post2461925

With all of these we can conclude that at least is pretty sure that sigil of paralysation DOES stack, the others well, some source says they does, other says they dosent.

I think the UI should dispay all of these bonuses with the respective changes of the sigils you have on the weapons because for that reason we have no idea what they are doing or if they are doing something at all.

We’ve tested the double sigil of paral with stop watches, doesn’t stack.

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigil-of-Accuracy-gives-5-Critical-Chance/first

Is over a year old, that bug has been fixed.

https://forum-en.gw2archive.eu/forum/game/players/Do-Damage-Sigils-Stack/first#post2461925

Is correct, different static bonus’s stack, but the same bonus does not stack.

IE +5% crit chance and +5% damage stack, but +5% damage x2, does not stack.

I edited the post, look at the wiki, its pretty clear:

Static bonus sigils

Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance).

I states that the only 2 that dont stack are those 2 all the others do stack according to that information.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: The Boz.2038

The Boz.2038

The wiki is a copy-paste on a year-old reddit post that has since been made obsolete, as far as I know.

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Posted by: Daecollo.9578

Daecollo.9578

Them stacking was actually a bug, it gave one handed weapons a very unfair advantage over two-handed ones so they changed it so they no longer stack is what I believe happend. (Although, I think this was in beta.)

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Posted by: The Boz.2038

The Boz.2038

Oh, so it once was working that way, but then they changed it? That’s good to know, thanks.

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Posted by: Fenrir.5493

Fenrir.5493

Them stacking was actually a bug, it gave one handed weapons a very unfair advantage over two-handed ones so they changed it so they no longer stack is what I believe happend. (Although, I think this was in beta.)

Still people are complainig about 2 handed weapons having only 1 slot and 1 handed weapons having and advanage on that:

https://forum-en.gw2archive.eu/forum/pvp/pvp/2h-weapons-need-2-upgrade-slots/first

Oh, so it once was working that way, but then they changed it? That’s good to know, thanks.

This is why things like “OMG vitalitizzz reducezzz condi damageee!!!” , or other rummors are treated like facts because people dont even have certainty of the things yet they spread them on the forums as facts…

I suggest we wait till a DEV clarifies all of this sigil mess instead of jumping to conclusions anyone, still i will stay on what the wiki and the other sources says, they state that the only sigils that dont stack are force and accuracy, till a dev says the opposite.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: Zzod.5791

Zzod.5791

Just to add some more evidence about it since the focal point of the conversation has been about warriors. It also affects necromancer warhorn daze in the same manner. It makes an untraited horn daze into 3 seconds from 2, and if you have the banshee’s wail trait combined with the sigil, it can even get boosted to a 4 second daze.

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Posted by: Med.6150

Med.6150

+5% damage will affect both Sword and Mace.

Correct.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Wrong.

This used to be true, but when they fixed sigils, so that they would keep working after you died while transformed (like 2 months ago), both Force and Accuracy were changed to stack. 2x Force = 10% damage increase, the same is true for 2x Accuracy (10% total crit gain).

Seems very few people have learned of this.

.., if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

Correct.

Control duration increases do not stack.

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Posted by: Fenrir.5493

Fenrir.5493

+5% damage will affect both Sword and Mace.

Correct.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Wrong.

This used to be true, but when they fixed sigils, so that they would keep working after you died while transformed (like 2 months ago), both Force and Accuracy were changed to stack. 2x Force = 10% damage increase, the same is true for 2x Accuracy (10% total crit gain).

.., if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

Correct.

Control duration increases do not stack.

See… seems to everyone has its own version of how mechanics work, with no dev saying anything about we cant get to any conclussion on this.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: Med.6150

Med.6150

See… seems to everyone has its own version of how mechanics work, with no dev saying anything about we cant get to any conclussion on this.

But we can.

I went and tested it myself to come to my conclusion, just like I had tested it before and realized they didn’t stack.

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Posted by: stof.9341

stof.9341

We’ve tested the double sigil of paral with stop watches, doesn’t stack.

Since the stun duration is rounded up to the next second, wouldn’t a +15% stun do the same result as a +30% stun when applied on Skull Crack anyway? Both end up under kitten rounds up to the same value.

Question 2, how does Sigil of Paral interracts with Runes of Melandru? Assuming they stack additively, +15% -20% ends up to a net loss of 5% which rounded up means Melandru counters completely Paral and returns Skull Crack duration to 3s. Would using two Paral for a total of 30% actually counter Melandru this time?

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Posted by: Defektive.7283

Defektive.7283

+5% damage will affect both Sword and Mace.

Correct.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Wrong.

This used to be true, but when they fixed sigils, so that they would keep working after you died while transformed (like 2 months ago), both Force and Accuracy were changed to stack. 2x Force = 10% damage increase, the same is true for 2x Accuracy (10% total crit gain).

.., if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

Correct.

Control duration increases do not stack.

See… seems to everyone has its own version of how mechanics work, with no dev saying anything about we cant get to any conclussion on this.

Just tested in the mists.

2x Steady Axe.

with one +5% Force Sigil:
Damage: 182

With two +5% Force Sigil (one on both weapon)
Damage: 182

tPvP Warrior
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Posted by: MithranArkanere.8957

MithranArkanere.8957

Stuns properly used are a key skill factor. Unlike conditions and direct damage which can be mindlessly spammed, limited stuns show real skill.
This sigil doesnt increase that much each stun, but it’s the total what counts.
When many players spam CCs on a single character, they may get deadlocked in stuns and juggles.

Instead of changing this sigil, autobalance mechanics that prevent extreme situations regardless of the current skill effects and gear should be in place, that kick in when such situations arise, so players don’t have to wait until these problems are addressed in the next update.

In the case of stuns, it would have to be an effect that prevents juggle deadlocks by increasing CC resistance the more they are used within a short time on them.

For example, 2 seconds of being CC, they get +1 to an stack of an effect that increases CC resistance for each additional CC skill applied on them, reducing CC durations by 3% for each stack. And each stack lasts 3-10 seconds, depending on the intensity and duration of the CC applied by the skill.
When this effect reaches 10 stacks, it gets replaced by an effect that makes the character immune to CCs for 2-3 seconds, breaking any extreme case of deadlock. Effectively preventing players from ever exploiting stun deadlocks for too long even against enemies without stun breakers.

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

(edited by MithranArkanere.8957)

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Posted by: Fenrir.5493

Fenrir.5493

+5% damage will affect both Sword and Mace.

Correct.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Wrong.

This used to be true, but when they fixed sigils, so that they would keep working after you died while transformed (like 2 months ago), both Force and Accuracy were changed to stack. 2x Force = 10% damage increase, the same is true for 2x Accuracy (10% total crit gain).

.., if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

Correct.

Control duration increases do not stack.

See… seems to everyone has its own version of how mechanics work, with no dev saying anything about we cant get to any conclussion on this.

Just tested in the mists.

2x Steady Axe.

with one +5% Force Sigil:
Damage: 182

With two +5% Force Sigil (one on both weapon)
Damage: 182

Well that dosent proove sigil of paralysation does not stack, it proves that the wiki is correct.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: The Boz.2038

The Boz.2038

I also went and tested Force, came to the same conclusion (doesn’t stack). I also tested Agony and Venom (doesn’t stack). My computer is too weak to perform a reliable video test for Paralyzation, and I don’t have the time required to test Accuracy.
I am firmly in the “sigils of the same type do not stack” camp.

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Posted by: ensoriki.5789

ensoriki.5789

It doesn’t matter if Sigil of Paralyzation stacks.
All dazes and stun round up to the nearest second (see Headshot and Pistol whip). So there is no in-between of 3.5s that exists.

There’s nothing wrong with the sigil. It can’t give less than a second since the way the mechanics work always rounds up the duration and if that was changed they’d have to go back and change duration of skills to go to what they are supposed to go with Rounding…which then lets Sigil of Paralyzation lengthen them and may be another balance concern of itself…which is probably why they dropped Tactical to 1.5s and left it like that.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: Daecollo.9578

Daecollo.9578

Should be fixed to go to…
¼
½
¾

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Posted by: ensoriki.5789

ensoriki.5789

Should be fixed to go to…
¼
½
¾

They’d still have to go and change multiple daze/stun skills that are made to work with the current scaling and hope Runes of Mesmer and Sigil of Paralyzation don’t become bothersome after the fact. (eg Tactical at 2s, Pistol whip and headshot at 1s,) Ranger trait to increase daze/stun duration, etc.

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Posted by: Fenrir.5493

Fenrir.5493

I think its fine as it is, everyone has stun breaks or teleports its nothing game breaking,well only for people that not know how to use one of those, if it was gambreaking then for sure every team would have like 3 warriors and that is not happening right now, what we see right now is a bunch of condimancers.engies and rangers.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

Yawn. Nice snarky backpeddle. You are lying to yourself.

“It is a 15% duration and is working as such”-Julius
“It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun "-Julius

Those are your words and they are wrong. If the sigil actually increases the duration of skull crack’s stun into 4 seconds from 3 seconds (which it does unbeknownst to you until this thread), then the sigil is not actually +15% duration and the stun is not 3.45 seconds like YOU stated. So, you were wrong.

I don’t even need to go any deeper into this as the mere fact that the above words were yours completely invalidates any credibility or experience you had on the subject matter. Buh Bye.

Of course I was wrong, assuming this tests out, my recognition of that is rather clear on my initial reply to the OP, a conversation upon which you pointlessly butted in like some petulant attention seeking child. I am very familiar with warrior but indeed I wasn’t aware of the bug, as previously stated, and thus my analysis and numbers were based on the logic assumption it was working as intended based on the tooltip written by the game’s devs since i wasn’t clear the OP was even talking about a bug until he clarified it. My admission of error was right there when I replied to him saying that if he had tested it and confirmed it and I took his word for it I therefore agreed with his conclusion.

Seems to me your “point” that “people are cluttering up forums” by posting replies to topics they don’t understand when I was actually engaging the OP’s point is odd given while I was taking part in replying on topic and discussing all you have done is flame in the most ridiculous manner without adding anything of value to the actual topic. If you’re looking for clutter in the forums, you’re it.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

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Posted by: animalmom.1062

animalmom.1062

Does Sigil of paralyzation still round up or has it been changed to reflect the tooltip?

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Posted by: Lopez.7369

Lopez.7369

The rounding up is getting fixed on Oct. 15.

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Posted by: animalmom.1062

animalmom.1062

thanks /15chars