Be honest...
Well, gee, it feels about as strange as retaining Corruption/Accuracy/Bloodlust buffs after swapping weapons.
Anet balances around the tPvP meta and the tPvP meta only. Get used to it or find another game to play. They don’t care about PvE.
This is the second post I’ve read that you’ve replied with the exact same comment. Anything else you want to add?
Well, gee, it feels about as strange as retaining Corruption/Accuracy/Bloodlust buffs after swapping weapons.
Could you elaborate? Wouldn’t it makes sense to retain those things when you’ve attached the sigil and then used it to kill whatever you wanted to gain the buffs?
The situation with the engineer feels different.
(edited by Killer Rhino.6794)
Am I the only who feels getting my rifle’s sigil’s “on kill” effect when killing something with my flamethrower is odd? Perhaps wrong, even. What does burning stuff have to do with what I want my rifle to do?
I remember someone yelling in a game years ago “That doesn’t make sense. Get real!”
Someone else replied “Real? This is a game – it’s all made up.”
The need to balance the game means sometimes doing things things that wouldn’t be logical in RL.
In GW2, equipment is used to increase the overall power of the character. Sigils applied to weapons are a primary way of increasing the power of our 1-5 attack skills. The sigil mechanism works great for all classes except Engineer, because Engineers use kits as a type of weapon swap, but can’t attach sigils to kits.
In the long run, the solution may be for AN to give us a way to attach sigils to our eng kits. This would be higher cost but potentially more versatile (e.g. gain access to “on swap” benefits) and would be comparable to other classes maintaining multiple weapons for swapping.
Until then, sigil benefits continuing to accrue/run while we’re using kits seems like a good compromise (even if it is a bit illogical IRL).
go away, roleplayer.
Whoa, I had no idea this observation was going to be interpreted in the context of trying to RP. I’m mentioning it to discuss the change on the merits of game design.
I’m guessing that if the class’ designers thought the kits weren’t enough, they would’ve made sure that the sigils were working the same as all the other class’ weapons on the initial release of the game.
The only explanation I can find for having the change now is to appease the majority of players trying engineer who aren’t patient enough to explore the virtues of engineer to its fullest; the pre-sigil design represented what happens when you break down the walls as a game designer, and turn over any expectations of what is possible.
Sure, there were, and are, bugs with the execution, but I don’t see how that necessitated the sigil change.