Time to remove damaging "on swap" sigils
really? Now this too?
Hey, lets remove dyes too while we are at it. Because it is totally gamebreaking for me to see people with cooler colors then me. We should all be wearing gear with only team colors. So you can choose between blue or red but not a mix.
Oh, and let us remove traits, they complicate things and give advantages.
Oh and please remove healing skills too
And thiefs
then remove guardians
Then ranger
then ele, engi, necro and mesmer.
Hey lets all roll PVT warrior cuz then we all know the counterplay and all know how to play.
Currently @ some T1 server in EU
geo and hydromancy got nerfs on the direct damage and you want to remove them now?
previously rank 2 on old leaderboards
EG.secret.OG.NAVI.sorrychief
all the on swap sigils are fine, balanced and not overpowered.
celestial amulet is fine and balanced as well.
there is no need to remove any of them.
I’m going to make a bold statement because I know everything about the celestial amulet. It’s totally not might stacking that’s the problem.
Guts.4967 09/11/2014
You can find me in PvP | I normally answer PMs
Sometimes, when I read those threads, people remind me of that video with fully buffed thief who backstab Guardian with Aegis.
I am fine with sigils and runes as-is with the exception of nightmare.
I do agree that celestial needs a nerf though.
celestial is fine. it’s the might stacking that is OP. Nerf the right one. If you don’t nerf might blast, then Ele/Engi will just switch to another amulet and still have 25 stacks of might, that’s 875 x2 extra stats right there.
Celestial without might stacks is totally fine, even on the weak side. Just nerf might blast from 3 stacks to 2 stacks and thing will be okay. 25 stacks of might requires teamwork and coordination to blast, not just a single character blasting.
Already quit PvP. Just log in here and there to troll.
I personally don’t think it is fine for a class to maintain 20+ might permanently without effort in battle
there is a reason why only 3 classes are successful in using cele amulet to its full potential
and burn base damage needs a shave
on swap sigils are fine though
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
On swap sigils are a good thing since some of them promote intelligent and active play (hydromancy, intelligence, doom), while on crit sigils are a little more passive imo (I play with both). The only one I actually have a problem with is sigil of battle. Even on a non might-stacking oriented build it is excellent, and better than most alternatives. Maybe reduce the might duration ?
Well this is new.
How exactly does something which everyone has access to, which simultaneously improves depth and diversity of gameplay, make one more powerful than another?
Which are these OP classes?
Build doesn’t matter?
Are they builds which are specifically strong vs whatever you play?
How did this “no counterplay” argument become so popular? It’s as nonsensical and blatantly incorrect as the “human eye can’t see 60 fps” argument in console gaming.
Is this simply an excuse to deny the possibility that another player is better, as with 95% of these type posts?
I very much disagree with your opinion here MrBig, I also thought you weren’t very nice in that movie.
Nevertheless, I wish you the best of luck in your future endeavors, just not this one in particular.
(edited by Brew Pinch.5731)