Since when do sigils add 30% of damage?
Since Anet thought so without testing it properly in PVE.
I think 10% would have been justified, until they add the weapon stats. They just do kitten kitten backwards at that studio.
The funny thing is you could already use Bloodlust before the update. The extra 250 power never came close to giving me an extra 30% damage. I agree that a 10% nerf would have been better.
- John Smith, ArenaNet in-house economist
Nerf to nades, buff to every other weapon kit. Going to feel compelled to swap out rifle for double sigils now.
Its apparently more than 30%:
My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..
That’s annoying. If that’s true, its a 35% decrease not 30%.
462-301 = 161
462*.35 = 161.7
Red Guard
Also note, that they have touched other kits as well (“toned down”):
Quote:
Here are some additional notes, describing some of the balance changes and why we made these changes in various aspects of the game.
General balance
Engineer Kit Sigils. The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Red Guard
Grenade Kit would have been nerfed either way, they just did it in the same patch as they introduced Sigils to prevent some of the whine and flame.
They nerfed the 1 skill, sigils will still apply to the other four. Think sigil of rage for comparison. Bloodlust may be super common for lower level pve, but it is far from the “best” sigil. Even so, apply those 25 stacks of power to the remaining four skills. The 1 skill always seemed to out dps them anyway, which is counter intuitive to every other weapon/class in the game.