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Why "on crit" and not just on hit for sigils?
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Seems like you’re arbitrarily killing build diversity…
It makes specs with low power but high precision have better value given that precision itself isn’t a phenomenal stat without high power to support it.
Seems like you’re arbitrarily killing build diversity…
It makes specs with low power but high precision have better value given that precision itself isn’t a phenomenal stat without high power to support it.
But…. doesn’t that mean it makes it too good for Zerker builds?
Warlord Sikari (80 Scrapper)
Seems like you’re arbitrarily killing build diversity…
It makes specs with low power but high precision have better value given that precision itself isn’t a phenomenal stat without high power to support it.
But…. doesn’t that mean it makes it too good for Zerker builds?
Two sides to every coin?
DoT on crit condi’s for instance benefit from condi damage. If you have pre + Condi damage you can get your on crit procs for your condi damage. If this was just on hit, taking the precision itself starts to be less valuable since you don’t require it to trigger something like Dhuumfire.
Moar RNG? RNG is competitive.
later. It doesn’t care that I’m there.”
Just imagine if conditions like bleed and poison and burning could crit…muahaha
IMO Remove random crit and add logical crit
Seems like you’re arbitrarily killing build diversity…
It makes specs with low power but high precision have better value given that precision itself isn’t a phenomenal stat without high power to support it.
So, how about making precision better instead? That’s much less convoluted.
It’s like, we want A to be better, so we’ll add B to make C. Why not just change A to C right away?
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It’s a good idea, in its core concept.
But the devs suck.
Anyways, the idea of precision dealing less dmg than power but giving added status anailments and whatnot… it’s a very good idea.
But like everything… Anet enacted te idea terribly… they kittening made sigils for the ‘on crit’ effects so it wasn’t a class/weapon based deal… so it couldn’t be strong or else some classes multihit attack (spammable unload) would make it OP.
That makes precision as a standalone stat bad… especially since the ‘on procs’ are pretty much all condi dmg based.
That along with precision/critdmg scaling so well with power so power is useless alone…
kittening devs.
(edited by garethh.3518)
On critical balances the effects of the signets with builds. Imagine a shaman build making use of sigils of earth. Maybe a heavy aoe class with sig of strength. On crit forces people to drop a defensive stat to make use of the offensive power of sigils.
On critical balances the effects of the signets with builds. Imagine a shaman build making use of sigils of earth. Maybe a heavy aoe class with sig of strength. On crit forces people to drop a defensive stat to make use of the offensive power of sigils.
A better way of doing this would be to make sigils scale with power and condition damage…
Wait, they do. Just not enough to really make a difference.
As stated above, akittens core, it’s a good idea to make a poor stats more appealing, but the balance is so terrible that it doesn’t feel the way it should.
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Crit is mitigated by weakness right?…
You also need to choose between crit and surviveability on a condi class..
Bunkers should not get on hit weapons…
Crit also decreases the instances of procs.. even at 50% crit with a 20% sigil that’s only 10% chance it’ll go off, what about multi attacks with low low crit, should we buff those builds just because?
Crit is mitigated by weakness right?…
You also need to choose between crit and surviveability on a condi class..
Bunkers should not get on hit weapons…Crit also decreases the instances of procs.. even at 50% crit with a 20% sigil that’s only 10% chance it’ll go off, what about multi attacks with low low crit, should we buff those builds just because?
There are so many things wrong with your line of thought.
1) You make a counter claim without defending it. Why should bunkers not have access to half the sigils in the game? What is your reasoning behind cutting diversity in a game that lacks diversity despite having like a million ****ing traits and options?
I suggested above to make sigils scale with offensive stats better while removing their crit component. So bunkers would still have less-good sigils, but at least, they’d be an option.
2) Multiattacks aren’t an issue because sigils have internal cooldowns. You’re discussing an issue you haven’t research/do not properly master, so I have nothing else to say to you.
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Damage boosts for Bunker builds? What train of thought ARE YOU running?
No thanks
OH WAIT THEY DO SCALE HURR HURR
2. Multi attacks ARE an issue a low crit guard can proc with a multi attack.
Now they don’t even need that.