Should Sigils of Energy be removed?

Should Sigils of Energy be removed?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Should Sigils of Energy be removed from PvP?

In my opinion those sigils further agravate the spammy nature of gw2 combat, they give you more dodges to spam, to burn. By providing more dodges, it makes dodging less valuable and you are not doing it right if you dont dodge as soon as your endurance bar is full (otherwise are wasting endurance regen).

We need less dodges to make effective dodging more about skill rather than luck or who has more access to vigor and energy sigils.

If they were removed, would this change GW2 PvP combat positively? And would it open more viable sigils options, once the big predator was taken out?

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Posted by: The Boz.2038

The Boz.2038

This is a pretty well-aimed nerf at the Necromancer…

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Posted by: Avead.5760

Avead.5760

Impretty sure i need those sigils more than the necro..Who necro uses them over geomancy anyway?? :S
We need to protect things that give access to stuff globaly to any class.You might have in your mind ranger and thief but this would affect everyone.And tbh damage in this game is insane.Ivew heard that people insist they remove the vigor traits..and i wonder how im supposed to fight a necro if i dodge half of the time and im dead in a fear chain? Imo they first must touch the damage output and then the dodge spam.
This will buff necros more..

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Posted by: Avead.5760

Avead.5760

This is a pretty well-aimed nerf at the Necromancer…

Necros need a lot of more well-aimed nerfs than this..In fact they need to get thrown at the trash bin and never been seen again for another year cause htey bring nothing more than aoe spam and lameness in the game.Im sorry but after the 100th game where there are double or triple necros in enemy or my team i have grown pure hatred towards this class..i mean come on..its not even interesting and dull as kitten!Its not even flashy and pleasant to the eye :P

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Posted by: Fourth.1567

Fourth.1567

It needs to be coupled with other changes but overall would be good for the game.

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Impretty sure i need those sigils more than the necro..Who necro uses them over geomancy anyway?? :S
We need to protect things that give access to stuff globaly to any class.You might have in your mind ranger and thief but this would affect everyone.And tbh damage in this game is insane.Ivew heard that people insist they remove the vigor traits..and i wonder how im supposed to fight a necro if i dodge half of the time and im dead in a fear chain? Imo they first must touch the damage output and then the dodge spam.
This will buff necros more..

Well if those other classes need sigils of energy to be in line with others who dont, then you can clearly point out something is wrong in the balance. 1 Sigil type cant be the root holding whatever string of balance we got left.

We need to start to changing stuff.

By making dodge more valuable (through being less accessible), and toning down damage across the board, splitting condition and damage from skills (eg. Marks. Chillblains should be used for the poison chill, as a kiting factor, and not as simply MOAR DMGZ MOAR SPAMZ)

See where I am getting at?

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Posted by: The Boz.2038

The Boz.2038

The only reason staff skills aren’t used tactically, but rather in a chain, is because staff autoattack sucks, and the skills are on fairly long cooldown, so all you’re left with is the Mark of Blood every few seconds before you can finally escape the horror and grab a decent weapon again.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Sigil of Energy,
50% —> 30%

And it still would be a strong sigil this way.

The vigor-on-crit traits are also so blame. Have them apply 5 seconds of vigor every 10 or every 15 seconds. To make sure they’re not unreliable, make them only apply if endurance is not full.

One extra dodge every 15s should be good enough for adept traits, especially for minor adept traits. At every 10s, they would be worthy to be at master tier. And the current perma-vigor effects, if they were to remain, could be at grandmaster tier.

For a profession like the Elementalist, who is frail and relies more on dodging, they could have its trait at 20 arcana for a 10s cooldown, especially to synergy with 30 points evasive arcana. A profession like the Guardian, which already has plenty of defense, should NOT have this trait in a defensive line – but as it is, having it only apply every 15s would be fair. It could be a master or grandmaster trait for their more squishy traitlines, though. For a profession like the Mesmer, it could very well be a grandmaster trait in their dueling, forcing mesmers to go 30 points for the synergy with their deceptive evasion trait, or otherwise, considering that they already have plenty of evade/ block skills, and that spamming clones kinda cheapens the skill required to play as a mesmer, it would be fine having it only apply every 15s akittens current minor adept slot.

So we could have something like:
5s of vigor every 15s on crit → minor adept for Mesmer.
5s of vigor every 10s on crit → major master for Elementalist.
5s of vigor every 5s on crit → minor/ major grandmaster for an offensive traitline for Guardian.

Or if it would make more sense for Mesmers and Eles to have more dodging, up their respective tiers by one and make guardian’s version the weakest and at the lowest tier.

(edited by DiogoSilva.7089)

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Posted by: Blackjack.5621

Blackjack.5621

nerf energy, nerf vigor, reduce over all dmg, so you dont have to dodge autoattacks and dodging could be focused on important skills like cc and high bursts

ofc some classes live from their vigor/energy, so they´d need some compensation

probably it´s already too late to make changes like this cause anet messed up from the start and didnt react fast enough

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Posted by: DiogoSilva.7089

DiogoSilva.7089

nerf energy, nerf vigor, reduce over all dmg, so you dont have to dodge autoattacks and dodging could be focused on important skills like cc and high bursts

ofc some classes live from their vigor/energy, so they´d need some compensation

And then give every profession telegraphed animations for their strongest attacks. That means a retweak on skills like the Mind Wrack shatter, or a nerf to elementalist’s instant-burst in favor of bug-fixing dragon’s tooth/ fire grab, etc. Some professions will certainly require bigger changes to their skills for that to happen, but it’s a start.

(edited by DiogoSilva.7089)

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Posted by: Lord Sarok.4369

Lord Sarok.4369

Frankly, the sigils shouldn’t be removed. As a guardian, the dodge roll heals benefit greatly from the sigils giving energy every weapon swap. It keeps the team up if done correctly, and on top of that, it makes people swap weapons and be thoughtful of what the best situation at the time is. Energy sigils are very useful and removing them from the game would most likely do more harm than good.

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Posted by: Varonth.5830

Varonth.5830

nerf energy, nerf vigor, reduce over all dmg, so you dont have to dodge autoattacks and dodging could be focused on important skills like cc and high bursts

ofc some classes live from their vigor/energy, so they´d need some compensation

And then give every profession telegraphed animations for their strongest attacks. That means a retweak on skills like the Mind Wrack shatter, or a nerf to elementalist’s instant-burst in favor of bug-fixing dragon’s tooth/ fire grab, etc. Some professions will certainly require bigger changes to their skills for that to happen, but it’s a start.

The problem is:
Almost every attack is dodgeworthy.

Today, on my Valk wearing hammer warrior, I critted an ele with my autoattack twice.
He was a glass cannon with just ~60% health left.
Those two autoattack crits killed him.

All he wrote while downed was: “wtf”

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Posted by: ensoriki.5789

ensoriki.5789

Sigil of Energy is really strong compared to it’s rivals. Though given they said eventually sigils will be reassessed in 2023 guess could wait till then.
Since A dodge every 10s which can negate multiple attacks and prevent possibly thousands of damage is a step above a 300 point heal every 10s

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