removing sigils/runes'll bring balance on 23
Would definitely be great to see the professions shine for themselves, rather than over the top RNG procs mucking everything up.
https://www.youtube.com/watch?v=Am9gVQB8gss
I’m all for toning down or removing the prominence of sigil procs. However, it wouldn’t really address the issues with the trait overhaul. Ridiculous proc traits like Incendiary Powder and Chill of Death still exist, largely unchanged from the old system.
I’m all for toning down or removing the prominence of sigil procs. However, it wouldn’t really address the issues with the trait overhaul. Ridiculous proc traits like Incendiary Powder and Chill of Death still exist, largely unchanged from the old system.
Without air/fire, chill of death would never instakill people.
without geo-doom, ip is just a very strong trait u can counter with cleanses.
Those traits have been there for ages and nobody really complained that much.
sigils and runes on the other side…
Without air/fire, chill of death would never instakill people.
without geo-doom, ip is just a very strong trait u can counter with cleanses.
Those traits have been there for ages and nobody really complained that much.
sigils and runes on the other side…
IP has been complained about since a few months after the game launched. It was changed twice: first the effect was changed to have an ICD and then it was changed from adept to master.
Chill of Death has been a problem since power necro became common.
Powerful procs are bad for the game because they have no counter-play.
Without air/fire, chill of death would never instakill people.
without geo-doom, ip is just a very strong trait u can counter with cleanses.
Those traits have been there for ages and nobody really complained that much.
sigils and runes on the other side…
IP has been complained about since a few months after the game launched. It was changed twice: first the effect was changed to have an ICD and then it was changed from adept to master.
Chill of Death has been a problem since power necro became common.
Powerful procs are bad for the game because they have no counter-play.
IP’s also being moved to grandmaster (if i recall correctly) in the new trait changes, but this practically does nothing now that we’ll now have access to 3 full trait lines.
I agree with the OP, sigils need to go, builds need to be defined by their traits, not sigils that just hand out free unavoidable damage.
The game would be better and much easier to balance if there weren’t so many free damage procs going out, an engineer can weapon swap, throw a shrapnel grenade (which only applies bleeding by itself) but launch out 4 other conditions on top of that due to procs and sigils.. It’s stupid.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
They have been over buffing the classes, it might be a possibility this is in coordination with removing sigils and runes :P Seems unlikely but hopefully they will balance them somehow at the same time.
I’m all for toning down or removing the prominence of sigil procs. However, it wouldn’t really address the issues with the trait overhaul. Ridiculous proc traits like Incendiary Powder and Chill of Death still exist, largely unchanged from the old system.
Without air/fire, chill of death would never instakill people.
without geo-doom, ip is just a very strong trait u can counter with cleanses.
Those traits have been there for ages and nobody really complained that much.
sigils and runes on the other side…
That doesn’t matter, it still hits too hard for an instant proc without any tell. Not having air and fire would help, but the damage should seriously be toned down.
I wouldn’t mind having sigils, but I would probably want runes as long as procs would get removed.
It wouldn’t be hard to remove the procs that are class specific either.
would be nice if they did a pass of the runes again to balance them to the HoT system.
and revamping rune of Air and Fire to incorprate Sigil of fire and Sigil of Air would be a nice change that way you wont have to nurf them since they take up the Rune slots.
then they can replace Sigil of Air and Fire / Or Cut the damage in half , so to do the same amount of damage you’ll have to use sigils and Runes of Air / Fire or
Sigils Air+fire
Runes of Fire/ Runes of Air effectively 25% less damage.