removing sigils/runes'll bring balance on 23

removing sigils/runes'll bring balance on 23

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Posted by: Mrbig.8019

Mrbig.8019

People is freaking out cuz “omagawd look dem buffs woot r u doin plz” and some professions INDEED seem broken and super lame (panic strike/shaodw arts thief, mesmer and guard insta killing people with super strong traits meshed in one or baseline, ranger uber buffed etc etc).

Tbh this happens because we’ve current game mindset, a game where fire/air proc basically every attack you receive and are ALWAYS on top on damage log along with burning

a game where hydro- leech swap deals 3k damage, sometimes 4k on war with might stavks

a game where geo-doom deals so much damage that it’s basically shoutbow best source od damage along with burn spam and fire aura

a game where we’re used to see the “leech” icon everywhere every 15 because everyone and their moma are running vamp runes.

think for a moment what would happen if nothing of this existed anymore.

suddenly professions buffs would be right, suddenly the gane feels a lot more balanced than it seems from patch notes.

this is both an insight for players panicking and devs, especially if the latter didn’t remove sigils and runes for real.

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Posted by: WhiteCrow.5310

WhiteCrow.5310

Would definitely be great to see the professions shine for themselves, rather than over the top RNG procs mucking everything up.

Concerns about HoT pre-order? Check here!
https://www.youtube.com/watch?v=Am9gVQB8gss

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Posted by: Exedore.6320

Exedore.6320

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.

Kirrena Rosenkreutz

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Posted by: Mrbig.8019

Mrbig.8019

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…

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Posted by: Exedore.6320

Exedore.6320

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.

Kirrena Rosenkreutz

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

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.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: Coulter.2315

Coulter.2315

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.

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Posted by: Laraley.7695

Laraley.7695

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.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

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.