Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Procs need to be toned down.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
I would agree but that sounds like quite a lot of work (it would need to simulate a hit, check for crit, if yes put proc on CD while registering a miss,evade, invuln).
Something must be done though.
I do agree, but your solution doesn’t really require in counterplay.
problem is a blocked or missed attack wont crit, and the sigils activate on crit.
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I do agree, but your solution doesn’t really require in counterplay.
Maybe not, but it would still tone them down a bit.
As it stands now, procs will just happen, there’s nothing to prevent them other than not being hit, but then the next hit will always just proc them instead.
On-swap sigils either need to be drastically changed or their effectiveness reduced, geo/doom is an insanely strong combo for just weapon swapping.
Fire and Air sigils are also incredibly strong, it’s just free damage and needs to be changed to either only proc under certain conditions (much like the new traits will (ex; if over the condition threshold)
Perhaps fire can only proc if there are 2 or more stacks of burning applied, and Air can only proc if there are 5 or more stacks of vulnerability, it keeps with the theme of the elements themselves and would make them less braindead and actually give the player an idea on when these sigils might proc.
This on top of my previous suggestion of them being able to proc on a missed hit meaning they also miss causing no damage but going on CD.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Air/fire sigils need to be removed altogether (this is from someone who uses them; if you can’t beat them, join them). They aren’t fun or interesting in the least, and they don’t promote skilled play. Actually, the above suggestion for these sigils to proc on condition is a good one, but I’d prefer that they just get removed.
Proc damage has to be lowered until sigil of force is more rewarding for good players who land their abilities than proc sigils. Landing your skills always has to be more rewarding than passive play.
Thats just the sigil part. Trait procs that mitigates hard ccs like fear in form of transmutation , applying stupid amounts of passive burn damage or randomly blinding big cooldowns also have to be adressed in order to make the game enjoyable. Nobody wants to play actively around passives.
They should make it that if a necro procs one of the sigils they apply 10 stacks of vuln to themselves. For balance reasons.
They should make it that if a necro procs one of the sigils they apply 10 stacks of vuln to themselves. For balance reasons.
Are you serious dude? This is a terrible suggestion because vuln stacks at 25. If you want balance, make Necro apply 10 stacks of poison or bleeding to themselves on a sigil proc.
I think the Devs are making a conscious choice to overpower procs. Easy way to balance if most of a characters power comes from runes and sigils. Also much easier to power creep the game to encourage purchasing new unlockables. Creating a single OP passive trait that needs to be unlocked is much easier than creating a new OP weapon set.
I think they are trying to make a quick buck but not looking out for the long term health.
Zerk classes hurt when they hit you… it’s not random, it’s expected.
Either add an extra 200-300 dps to Zerk classes across the board or incorporate build diversity through sigils.
Either ways, Zerks will continue to hurt.
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