(edited by Moderator)
Sigils: Ele and Engineer punished?
The problem is the stacking sigils and we have every right to qq about it since this change is not fair at all. All classes with weapon swap can make use of 3 sigils in one set if they run a stacking sigil, opposed to eles and engis which can only utilize 2 sigils at all times.
which is exactly the same like before.
so all other classes should start to qq cause they only has 2 weaponsets?
honestly stop comparing bits of a complex system against each other. this mindset makes me sick.
The difference is that all other classes had fewer options before and can’t proc more than 1 on-swap sigil at a time.
Do you want to use an offensive sigil like Sigil of Battle or a defensive one like Sigil of Energy? Back then they had to choose. But now, you can get both on one weapon set and put your stacking sigil on another while Eles and Engis are stuck with just 1 on-swap sigil if they choose to get a stacking sigil.
(edited by Kyon.9735)
1. thats not quantum science we are talking about now, so i cant understand that you miss the needed iq to think 1 little step further
2. every class had the opport. to unequip. a weapon after kill-stacks are accumaleted outside of spvp.
3. so after update the amount of sigill is the same like before. 4 possible against 2 possible sigills. i still see no difference
4. i say it again, comparing a piece of a complex system is absurd. ele has 4 weaponsets and engi can have 4 too.
5. sigills arent there to DEFINE your build. so the difference is small enough to ignore it. esp if u consider that engi and ele has a massive advantage with more skills.
6. stop qq for the sake of qq cause u think apples are different then pears and u think they should be equal.
1: It isn’t quantum science, it is basic math.
2: This and the change of two handed finally having two sigils is the thing that is bringing the issue to the field.
3: It is not the same since If you have a 2 handed weapon you effectively can have 3 sigils and the weapons had a higher base damage from the start of the game to “balance” the fact that they only got a single sigil.
4: Ele does not have 4 weapon sets, it has 4 Attunements and a single weaponset, for some reason you miss that fact that they have to choose 1 set of weapons to get 1 set of sigils. Engi can literally have 1 weaponset if they do not use a kit, which again is not a weapon set. So unless they allow the player to equip sigils to those kits and Attunements this will be an issue and a complaint.
5: EXACTLY, and with Ele and Engi only really getting to choose one active sigil to DEFINE your build and other classes getting to choose up to 3 with a stacking sigil you come to the issue of FLEXIBILITY of choice.
6: Stop trolling, everyone knows apples and pears are nothing alike and are equal as they are both healthy and a fruit. I leave the QQ to the zerker healing signet warriors.
So now that I addressed your points, the issue tends to effect WvW with balance issues, since PvE really doesn’t matter in terms of stacking sigils, you either use them or you don’t and just use force, most people don’t care unless your in a hardcore dungeon group. WvW these are forced in to builds because without them you are 250 stats behind the player you are facing before the potential added 450 from guard stacks. It is going to add to the stacks creep that will allow those classes with those two-handed weapons that they never had that second slot in to just go plop and done. It won’t change their build at all since they got a free slot where all but Staff Ele and Rifle Engi lose the ability to effectively have 3 sigils running at a time as they did before. Engi and Ele were forced to do this to catch up with the stat disparity and in WvW it is not hard to go kill trash-mobs to gain the 25 stacks unless your in EotM where they smartly took out all that trash. This is going to further stick Ele towards the bottom of the rung and start finally effecting Engi in WvW since now they have to choose if they want stacks or if they want procs where as every other class gets to chose what 3 procs they want with what stack. Thus they will be able to have 2/3 effective sigils working between two weapon-sets compared to Engi and Ele that will only ever be able to have 2 effective sigils.
In s/tPvP you choose do you want the stacking sigil, do you think it is worth the proc since you weren’t able to change weapons once in the fight, in every other mode it was common practice to change them. So in PvP you either choose to go for the extra stat or the extra proc, and as most classes generally ran a 1 handed and two handed weapon they still only had 2 effecive sigils running. I will admit a few people did the dual duel weilding, but it was rare as the chance to get stacks is much more limited in tPvP and hotjoins we all know doesn’t matter to balance which was really the only place you saw people reaching 25 stacks without the other team snowballing.
And if you want QQ, here is some great insight, lets say that nerf to crit dmg over does the nerf to healing signet and the scaling issues of some attacks, weren’t adjusted enough and ANet doesn’t step up within a month, how many people do you think are going to quit in WvW and sPvP? What if the adding the two sigil slots to hambow effectively erases the damage nerfs? Do you really think people are going to stick around for long? What this thread is about is asking them to have some foresight on the balance change or them to tell us they have. We don’t want to sit here scracting our kitten for the next 4-12 months asking when are they going to fix this and that is why we are talking about it now. If you see it as QQ then maybe your in the wrong thread, if you see it as something that shouldn’t be looked in to, then add some constructive feedback rather then it is the same as before so stop QQing.
Along to further approach the topic
Take way two-handed weapons getting two sigil slots and maybe this wouldn’t be as big of a problem, but with how things currently are the hammer base dmg is high enough that it was effectively sacrificing sigil for higher dmg and same with longbow, staff could be debated on but greatsword it depended on the class. So as it looked, they tried to balance the weapons damage output on only having one sigil and now they have two and are going to be able to effectively use 3 with them. Thus classes with already decent two-handed weapons can now be doing more damage with either active procs or just droping a force sigil on to the weapon or they can customize it by adding something that helps the weapon/build out while still having 250 stats from their other weapon. Engi and Ele get shafted here since they are forced to choose if they want a stack or if they want to run a proc sigil.
Though I think the best idea for stacking sigils would be to add a slot for them for each character to choose and allow you to unlock the different types by equiping them to that slot so you can change them while out of combat as you change builds. This would give all classes the access to stacks and as well leave the weapons to be customizable with the nice selection of current sigils available. This takes away the problem with stacking sigils and allows a new alternative to character customization that I would think would be easier to implement with the new wardrobe system then it was in the current system.
As an engineer main, I’d love to see an ArenaNet response to this. I don’t know if it’s the most pressing issue on the table at the moment, but the fact remains: it’s an issue.
As an engineer main, I’d love to see an ArenaNet response to this. I don’t know if it’s the most pressing issue on the table at the moment, but the fact remains: it’s an issue.
u THINK its an issue. but its not, cause u ignoring your class mechanic and complain about a single piece of the cake.
u act like ele and engi was the only one outside of pvp that could unequip a weapon with a stacking sigill. after the update its like before. every other class has 2 sigills more. face it or not.
i dont care if u call it attunment or not, its effectivly 4 different skillssets, 1 for every attunment. if a engi chooses to ignore the class-mechanic, well its his choice.
(edited by Moderator)
u THINK its an issue. but its not, cause u ignoring your class mechanic and complain about a single piece of the cake.
Curious do you play either of these classes? This IS a big issue for ANYONE that plays either of these classes. Sure you can use the pointless excuse of them having more skills but when these are countered in the case of Ele of being weaker and having INSANE cool downs that doesn’t mean much.
With the change to stacking Sigils Ele and Engineer will be down to ONE Sigil while all other classes will still have THREE sigil slots they can use. Now you really think this isn’t an issue?
I am VERY disappointed, but unfortunately not shocked that we STILL haven’t had any red comments and something tells me we won’t get any.
Current maximum # sigils
Ele/Engi – 2
Others – 4
Post-patch the maximum # sigils will be
Ele/Engi – 2
Others – 4
whats the big deal?
It seems people forget that ele also has the most skills because of attunements….
(edited by Travis the Terrible.4739)
It seems people forget that ele also has the most skills based on an attunement.
but the INSANE cooldown? what about the casuals in wvw? the most balanced gamemode ever? if they say the cooldowns are toooooo INSANE to acknowledge that double the amount of skills is worth the reduced amount of sigills, well then it must be so. dont u know, they introduce new killing sigill. they jump out of your weapon and do the stuff for u.. so having more then the enemy is clearly an advantage.
(edited by Moderator)
It seems people forget that ele also has the most skills based on an attunement.
People also seem to think quantity is better than quality…
Yeah they have more skills. Look at the cool downs. Like Dagger/Dagger
Fire = 5 second, 15, second, 15 second, 45 second
Water = 10 second, 15 second, 40 second, 40 second
Air = 10 second, 25second, 40 second, 45second
Earth = 6 second, 12 second, 45 second, 30 second
So out of ALL the weapon skills Dagger/dagger has
8/40 is 25 seconds +
7/40 is 30 seconds +
6/40 is 45 seconds +
AlsoRemember for Dagger/Dagger they are melee LOCKED. They go out of melee and they do NO damage what so ever.
(edited by Moderator)
It seems people forget that ele also has the most skills because of attunements….
The greater number of skills are balanced against the ability to play at several ranges and roles, as well as many skills having less compact effects and longer CDs.
- EX. If you’re a D/D ele you fight within a 0-600 range at all times. If you’re a warrior, you may fight within a 0-600 range with a hammer then swap to a longbow and fire from 1200.
- EX. If you’re an ele, you may have a focus skill that chills a target at range. If you’re a necro you may have a focus skill that chills a target, strips 3 boons, and does decent damage
The skills overall are balanced without factoring in sigils. Before, while other classes could equip more sigils, each of them would be bound by the same ICD. Now that the ICD restrictions have been lifted, having access to a greater number and wider variety of sigils at any given time is a significant buff.
Northern Shiverpeaks ~ [dO] Drop Otter
The sigil change is a slight buff to every class, which is a lesser buff for ele and engi, and a slightly bigger buff to warriors, simply because they are removing the shared cooldown for on-swap sigils. The nerf on killstack sigils affects ele and engi more than anyone else because they use half of their sigils instead of one of four.
If you’re too stupid to understand that, it’s your own fault and you should stop posting in this thread.
The only arguments against compensating ele and engi in some way for this change are that the change is either not significant enough to merit compensation, or that other classes need to be buffed past ele and engi. I think Burnfall is the only person on this entire forum that thinks that other classes need to be buffed past ele further.
The sigil change is a slight buff to every class, which is a lesser buff for ele and engi, and a slightly bigger buff to warriors, simply because they are removing the shared cooldown for on-swap sigils. The nerf on killstack sigils affects ele and engi more than anyone else because they use half of their sigils instead of one of four.
If you’re too stupid to understand that, it’s your own fault and you should stop posting in this thread.
The only arguments against compensating ele and engi in some way for this change are that the change is either not significant enough to merit compensation, or that other classes need to be buffed past ele and engi. I think Burnfall is the only person on this entire forum that thinks that other classes need to be buffed past ele further.
if u would play pvp u would see thats not a problem at all with your stacking sigills. also the on-swap sigills only buffing warrior if they really really really really swap weapons every 5 secs.
The sigil change is a slight buff to every class, which is a lesser buff for ele and engi, and a slightly bigger buff to warriors, simply because they are removing the shared cooldown for on-swap sigils. The nerf on killstack sigils affects ele and engi more than anyone else because they use half of their sigils instead of one of four.
If you’re too stupid to understand that, it’s your own fault and you should stop posting in this thread.
The only arguments against compensating ele and engi in some way for this change are that the change is either not significant enough to merit compensation, or that other classes need to be buffed past ele and engi. I think Burnfall is the only person on this entire forum that thinks that other classes need to be buffed past ele further.if u would play pvp u would see thats not a problem at all with your stacking sigills. also the on-swap sigills only buffing warrior if they really really really really swap weapons every 5 secs.
I mainly play PvP now. How is it not a problem at all?
The following is main directed at hooma, about also to anyone else that has yet to under stand this.
As ele’s and engi’s can’t stack sigils and still have 2 other sigil slots, they either take the stacking sigil and loss a sigil slot that other class dont’ loss, making this whole update (the sigil part of the update) pointless for them and giving advantage to other classes.
or
They leave off the stacking sigil, in which case all other classes now have a 250 stat buff over them.
Either way you look at it they either loss a slot, or loss 250 stats compared to other classes
Now before ANYONE brings up the whole “ele’s and engi have more skills though……..”.
One still only has access to 5 weapons skills at any one time, just like ever other class.
The cd’s on said skills are long enough to prevent from “chaining” a never ending stream of skills.
(edited by MasterMc.7543)
Hopefully this will clear things up for people who thinks they have the same amount of sigils now and before.
Right now as an example of sigil combos:
Ele/Engi – Battle, Bloodlust, then switch to accuracy or force (because swap sigils have shared C/D)
Other Classes – Battle, Bloodlust + Force, Hydromancy (or for warriors Force + accuracy again due to shared C/D)
Other Classes have some benefits but the benefits of the +% sigils are not too noticeable.
with the patch
Eke, Engi – Battle, Bloodlust OR battle, Energy OR energy Hydromancy etc
Other Classes – Battle, bloodlust + energy, Hydromancy
so because of the the removal of shared C/D this is a massive Buff to other classes as they can now get the +250 attributes as well as might stacks AND ontop of that more dodges and CC on swap.
Whilst Ele/Engis will really have to choose which effects they want then will Never have the flexibility of other classes.
Therefore it is not the same now due to Cooldowns being shared and therefore the more powerful (on switch/crit) sigils can only be used once not multiple times.
The sigil change is a slight buff to every class, which is a lesser buff for ele and engi, and a slightly bigger buff to warriors, simply because they are removing the shared cooldown for on-swap sigils. The nerf on killstack sigils affects ele and engi more than anyone else because they use half of their sigils instead of one of four.
If you’re too stupid to understand that, it’s your own fault and you should stop posting in this thread.
The only arguments against compensating ele and engi in some way for this change are that the change is either not significant enough to merit compensation, or that other classes need to be buffed past ele and engi. I think Burnfall is the only person on this entire forum that thinks that other classes need to be buffed past ele further.if u would play pvp u would see thats not a problem at all with your stacking sigills. also the on-swap sigills only buffing warrior if they really really really really swap weapons every 5 secs.
I mainly play PvP now. How is it not a problem at all?
cause u could never ever unequip in pvp. so the update bring nothing new. the max-amount of sigill with or without stacking is still the same. 4 vs 2
all what will change in pvp is the removing of the icd. but to be honest that will result in lowered effects of sigill to avoid stacking.
thats why it doesnt matter if some class has 4 different sigills available or only 2.
The following is main directed at hooma, about also to anyone else that has yet to under stand this.
As ele’s and engi’s can’t stack sigils and still have 2 other sigil slots, they either take the stacking sigil and loss a sigil slot that other class dont’ loss, making this whole update (the sigil part of the update) pointless for them and giving advantage to other classes.
or
They leave off the stacking sigil, in which case all other classes now have a 250 stat buff over them.
Either way you look at it they either loss a slot, or loss 250 stats compared to other classes
Now before ANYONE brings up the whole “ele’s and engi have more skills though……..”.
One still only has access to 5 weapons skills at any one time, just like ever other class.
The cd’s on said skills are long enough to prevent from “chaining” a never ending stream of skills.
more skills = more utilities for certain situations. simple is that. an ele doesnt need a might stacking sigill on weapon swap, cause he can with szepter/dagger as example burst own firefields during normal fightcycle.
Hopefully this will clear things up for people who thinks they have the same amount of sigils now and before.
Right now as an example of sigil combos:
Ele/Engi – Battle, Bloodlust, then switch to accuracy or force (because swap sigils have shared C/D)
Other Classes – Battle, Bloodlust + Force, Hydromancy (or for warriors Force + accuracy again due to shared C/D)Other Classes have some benefits but the benefits of the +% sigils are not too noticeable.
with the patch
Eke, Engi – Battle, Bloodlust OR battle, Energy OR energy Hydromancy etcOther Classes – Battle, bloodlust + energy, Hydromancy
so because of the the removal of shared C/D this is a massive Buff to other classes as they can now get the +250 attributes as well as might stacks AND ontop of that more dodges and CC on swap.
Whilst Ele/Engis will really have to choose which effects they want then will Never have the flexibility of other classes.
Therefore it is not the same now due to Cooldowns being shared and therefore the more powerful (on switch/crit) sigils can only be used once not multiple times.
sigills dont give flexibility. skills give that. sigills are to extend your build. not to define. if a build needs hyrdomancy sigill to achive something then its a bad build. your example for with the patch describes the situation like it is now in spvp. and in spvp are only 2 types of sigills that are worth in my opinion to slot, stacking sigill + energy.
on top of all this discussion we dont know the new balance of sigills.
(edited by hooma.9642)
The sigil change is a slight buff to every class, which is a lesser buff for ele and engi, and a slightly bigger buff to warriors, simply because they are removing the shared cooldown for on-swap sigils. The nerf on killstack sigils affects ele and engi more than anyone else because they use half of their sigils instead of one of four.
If you’re too stupid to understand that, it’s your own fault and you should stop posting in this thread.
The only arguments against compensating ele and engi in some way for this change are that the change is either not significant enough to merit compensation, or that other classes need to be buffed past ele and engi. I think Burnfall is the only person on this entire forum that thinks that other classes need to be buffed past ele further.if u would play pvp u would see thats not a problem at all with your stacking sigills. also the on-swap sigills only buffing warrior if they really really really really swap weapons every 5 secs.
I mainly play PvP now. How is it not a problem at all?
cause u could never ever unequip in pvp. so the update bring nothing new. the max-amount of sigill with or without stacking is still the same. 4 vs 2
all what will change in pvp is the removing of the icd. but to be honest that will result in lowered effects of sigill to avoid stacking.
thats why it doesnt matter if some class has 4 different sigills available or only 2.
You are only taking into account when both Ele/Engi and Warrior/All other classes take in On-Swap Sigils. Yes, they are 4 is to 2 regarding on-swap sigils.
Now how about when both classes decide to take a stacking sigil? Now it becomes 3 is to 1 for on-swap sigils unless Anet would require Warrior/Etc to have stacking sigils on both weapon sets.
I don’t want to be mean but this is very simple math and logic.
the players that are being shafted most by this change are elixir/turret engineers. My main is an ele . I will patiently wait for after patch to have a comment on this.
Like Pho said, I now main an ele and I’ll reserve judgement on this until it’s actually in action.
It’s not hard to forsee the consequences though, those other 4 classes can now run around with an extra 250 power, precision, or toughness while having access to other decent survival/damage ruins. Newsflash as well, we only have 70 points to spend on traits, not 150. Attunements not traited for are next to useless as is.
Personally, I’m not sure what I’m going to do at this point, on paper, it seems either 2 force sigils (if they stack), or possibly sigil of fire and force might do the trick. Realistically though, I’m not sure how this is supposed to compare to say a warrior running the same sigil combo as me with an extra 250 of a stat. Is my earth attunement with 0 points in it really going to be that effective? Not really..
Honestly I think in order to get it through the Pve’ers heads as to how bad of a change this is, take the Ranger, Guardian, Warrior, and Thief, and just reduce their damage and defense by 25% across the board in PvE but leave the Ele and engineer alone. Don’t worry though, you have access to extra sigils to help balance things out.
(edited by DeadlySynz.3471)
Some red would still be welcome here.
Northern Shiverpeaks ~ [dO] Drop Otter
Everyone, I found the solution to our problem. You lose the stacks if you do not have a weapon equip with the stacking sigil. Solution is to put the sigil in your water weapon. BOOM you can swap out your stacking sigil weapon like before.
Everyone, I found the solution to our problem. You lose the stacks if you do not have a weapon equip with the stacking sigil. Solution is to put the sigil in your water weapon. BOOM you can swap out your stacking sigil weapon like before.
Wait…. so you mean I can put a copy of a stacking sigil in my aquatic weapon to maintain bloodlust even when I switch my on-land weapons out? I think they are gonna nerf this but you’ve saved us a lot of tears if something like this works in our favor. I’ll try this out, but I I keep thinking I’d have to go in the water or something at one point haha. It’s like secret patch Christmas, or at least crisis averted.
Ok ok! I got our solution! (As long as devs dont read this) Get 2 stacking sigils of the same type. Equip one in underwater wep and one normally. Get your stacks as normal and switch to what other weapon you use. Now the stacks won’t go away because you still got the underwater weapon equipped!
- Genius
That right, my solution works, saw it coming
In the end Anet, what did this sigil change really do, other than to slightly annoy eles and engie?
(edited by Penguin.5197)
Ok ok! I got our solution! (As long as devs dont read this) Get 2 stacking sigils of the same type. Equip one in underwater wep and one normally. Get your stacks as normal and switch to what other weapon you use. Now the stacks won’t go away because you still got the underwater weapon equipped!
- Genius
That right, my solution works, saw it coming
In the end Anet, what did this sigil change really do, other than to slightly annoy eles and engie?
I knew engies are smart! Maybe being ehh normalized a bit too much previously forced us to get creative ;D But thanks for the solution! now I can get my bloodlust going before developers give us that look.
The problem with that solution is it changes nothing. Instead of it being 3 sigils Vs 1 sigil it is now 4Sigils Vs 2 Sigils because all the other classes can do it to. So this “solution” really changes nothing about the issue at hand and that issue is the Sigils numbers some classes can use compared to Ele and Engi.
Nearly a month old and STILL no dev comment….
ppl rly need to understand why ele/engi complains – because sigils got separate cooldowns and directly hurts our builds coz by devs words sigils are the part of a build.
this new patch brings a good choice for sigils, at least in 1 build I wish I could use all those new shiny sigils.
people saying something like “trololo u have 4 att” , are you ever play ele? I mean not just created it and forget about. are you actually played ele for a long time?
Seeing the Sigil changes has got me to thinking, are Ele and Engineer being punished due to their class mechanics? Every other class will have access to FOUR sigil slots. While 2 classes are forced to use only 2.
Uhm I play an Engineer and an Ele and it’s completly fair in my opinion, cause every class got only 2 sigil that can be triggered/ are active.
Uhm I play an Engineer and an Ele and it’s completly fair in my opinion, cause every class got only 2 sigil that can be triggered/ are active.
Now, if only they had to have them on on both weapon sets like Ele and Engineer. Because they can only have 2 used at the same time means nothing. Another example would be asking why Ele deserve insane cool down on skills because they 20 skills, though can only use 5 at a time, so surely they should be reduced.
Seeing the Sigil changes has got me to thinking, are Ele and Engineer being punished due to their class mechanics? Every other class will have access to FOUR sigil slots. While 2 classes are forced to use only 2.
Uhm I play an Engineer and an Ele and it’s completly fair in my opinion, cause every class got only 2 sigil that can be triggered/ are active.
That isn’t exactly true. More sigils means more separate cooldowns, thus you can process those sigils, swap and have other sigils ready to process. Also, it permits more versatility.
And there are also stacking sigils – that directly contradict your “every class got only 2 sigils active” statement, as their effect are still present when you swap weapon, thus giving a stat boost and two sigils. Something that engineers and elementalists cannot do.