Suggestions for a rework on the current pvp system. New Changes include
Balanced By positions of game logic
You now only have one sigil, but their effects are stronger
A new option has been added. Charms now change your weapons graphics
Runes have be stats removed or significantly reduced
Amulets have had stats significantly reduced, have new stats, and or may have an effect
All types follow logic to fill a specific alteration of pvp.
Synopsis
Charms
Charms now change some of the graphics, adding a few alterations to your current style out there on the battlefield.
Sigils
Sigils have been reworked to provide “on hit or critical strike” weapon effects. They will now always follow this logic.
Runes
Runes have been changed to provide on action or condition effects, and will now always follow this logic.
Amulets
The power variance on amulets have been reduced. Single stats have been giving to help encourage specific buffs toward build objectivity, but not to in drect means. This means classes like necromancer will no longer benefit from double damage sources given by current condi/power amulets. this should balance the classes with out actually nerfing anything directly.
To make this easier, i am going to just add generic names in. Lets get to it
Charms
1You Burn with fire around you.
2The ground you walk on is frozen.
3You have a strange, light pick glow coming from your chest.
4Lightning is arcing from your shoulders to your helmet.
5You are bathed in holy light.
6Nature loves you, so where you walk flowers grow.
Sigils
135% Chance on hit to grant invisibility for 2 seconds.
235% Chance on hit to grant a (200 HP and 500 regen for 3 seconds heal to near by allies in 600 yards.
350% Chance on hit to cause Bleeding. Deals 1000 damage, and last 8 seconds.
450% Chance on hit to cause Poison. Deals 2000 damage, and last 16 seconds.
5When you hit a target, you slow them by 10%.
625% Chance on hit to cause immobilize the target for 1 second.
Runes
1When being struck below 50% Hp, you obtain kitten Hp Heal each time you are hit. (5 second internal cool down).Effected by 50% of Healing Power.
2When conditions are applied to you, they have a delay of 3 seconds before they start damaging you.
3Damaging an enemy with a direct spell inflicts vulnerability for 10 seconds.
4Heal Regeneration effects Increased by 150% and direct heals heal for 50% more. – 20% Damage.
5, You gain 300% Ferocity for 3 seconds when applying a condition effect.
650% of Condition damage you take is returned to the enemy instead of damaging you.
7 100% Boon Duration. Boons you gain now spread to allies.
8 When you heal yourself, allies obtain your heal. If you heal allies, you obtain the same effect (and it stacks up to two applications).
9Shouts, Signets, Glyphs, Etc now removed 5 Condition effects and have cool downs reduced by 25%.
10Traps last 50% Longer and Recharge 25% Faster and after being used you becoming invisible until you move, take damage or do an action.
11When not taking damage, or doing an action you gain invisibility for 15 seconds. If you are struck below 50% Hp, you will cloak for 2 seconds (5 second internal cd).
12illusions and pets now take 50% of your damage, but only after you have applied direct damage with in the last 3 seconds.
13All negative (cc/condi) effects are transferred to your pet as long as they are active.
14Healing is increased by 50%. Mace Weapon abilities cool down 25% Faster.
Amulets
1 + 500 Ferocity
2 + 500 Power
3 + 500 Healing Power
4 + 500 Vitality
5 + 500 Condition Damage
6 + 500 Precision
6 + 750 Armor
8 + 250 All stats, + 1000 Armor, 500 Expertise.