Showing Posts For Ovark.2514:
I have to agree with OP. The thing is that thieves have taken the short bow as their secondary weapon for as long as the game has existed. SB 6 is just THAT strong. Arena Net: Not every weapon needs a CC to be useful.
Picture this: You have just been downed and a player is using flat damage to focus you toward the defeated state. Your ally finishes an enemy you had tagged. Hurray! You get to rally with 25% HP!
Scenario #2: You have just been downed and a player is using condition damage to focus you toward the defeated state. Your ally finishes an enemy you had tagged. Hur—oh. . . You had rallied but none of the conditions were removed on rally. You go down almost instantly. The enemy player then finishes you off.
This defeats the point of the rally system. If you lose all conditions on down, then you should lose them again on rally.
Well it will only really be a burst heal if you had just landed a burst skill with 3 stages of adrenaline BEFORE you entered berserk mode. While IN berserk mode your ‘bursts’ would only be for the smallest amount. SO in the end you would heal less in Berserk mode probably.
Adrenal health has always been the linchpin for a warrior’s success in PvP, and I have an idea of how to make it more realistic.
Currently, when a warrior lands a burst skill while in berserk mode it gains the equivalent of three stages of Adrenaline worth of healing. Berserk mode is a mode defined by how offensive it is. Traits like Always Angry and Fatal Frenzy are testaments to that fact. Because of this I think the potential recovery in berserk mode should be reduced.
I propose that the healing effect be reduced to a single stage of regeneration when landing a burst skill in berserk mode. Additionally, any new adrenal health gained causes you to causes you to instantly gain all regeneration the new stack(s) has overwritten. What this does, is it essentially encourages warriors to land multiple burst skills in a row in order to get maximum healing potential. In the end, warrior could recover more or less health than before depending on how well they play.
Side note—-
Longbow would need to be fixed (even more so than it already does).
Didn’t even know “stance dance” was a thing in other games. . .
Those are reasonable suggestions you guys have, however, I think they are mostly just band aids. Lets remember that what we are talking about are utility skills called Stances. In real life, a person would only be able to use one stance at a time, otherwise it would defeat the purpose. Make it where stances can only be switched on one at a time but are permanent so long as the player wants. This of course would mean that all the stances would need a rework so that players with, say only physical damage, or no boon removal would be able to play around the stance. Stances would essentially be a way for a warrior to gain more defense against a certain type of attack.
Am I missing something or is this still overall a big boost to condi builds and a nerf to power builds?
It’s a nerf to both. Condi in PvP is about application not duration, and the changes removed all but one condi applying sigil. The only builds that ever really cared about duration sigils are burn builds, but burn duration sigil already exists.
For example it won’t be possible for skullgrinder to apply 6 unique condis on a single hit anymore with the current sigil proposal.
The only condi class that might benefit from the change is mesmers, but we will have to see.
And this was exactly the problem. No single skill should be applying that many condis at a time unless its a mass corrupt or a well timed epi bomb (aka they aren’t directly applying conditions, just moving them around). its a good thing that Anet are removing the sigils that apply damaging conditions, i only wish that they would remove all sigils that apply a condition.
Thank you! The current meta is for ‘normal damage’ warriors to take mace for this very reason. The condi is just THAT strong that you choose a condi weapon over Axe in a ‘normal damage’ build.
Also, Orpheal, what is this mean: 4/5/7/9/9%?
I would also like to put this out there because I feel like it’d be a shame to make such sweeping changes to sigils without making this change:
PLEASE remove sigil of DOOM.
Characters such as Guardians and Warriors, which have no poison should not be able to access poison, period. This is the realm of Thieves, Rangers, Engineers, Necromancers, and certain Revanents (though I think the Rev shouldn’t have poison at all). If DOOM was removed, there would be more incentive to diversify the team compositions so that every team had at least 1 class which could apply the poison. This has bothered me since launch.
Wow shion, that’s worse than I thought. You’re probably right, people won’t ever take sigil of Enhancement the way it is. I mean, people don’t even take Sigil of Force now for the most part. Doom, Energy, and Intelligence are far better options to say the least.
Sigh . . . If they’re going to keep the stupid ‘on swap’ sigils why not add some interesting normal damage ones. Some examples are:
One that removes blindness on weapon swap
One that increases the damage of your next non-critical hit by 50%
Your next attack deals maximum weapon damage.
Swapping weapons gives you immunity to enemy Sigils for 3 seconds.
And some Passives for normal damage:
One that deals 5% more damage if the enemy is ABOVE 50% health. This way you can have a player whose job it is to bring the enemy to under 50% HP and one that uses Sigil of Exploitation to finish them off.
One that deals 5% more damage to stationary foes.
Deal 5% more damage to foes within 300 radius of you
One that gives nearby allies 3% more damage (not self)
ALSO: I think the Sigil of Enhancement is sill kind of weak. In order to get a decent bonus, you need every boon in the game. Only Eles and maybe engis could reasonably get close on their own. Maybe make is .7% per boon? That, or maybe do .1% increased damage per STACK of each boon on you. Maybe have both as different Sigils?
I suggest that for all seasons following this one, Ranked PvP be limited to 5-man pre-made teams only. This may sound weird coming from a person who plays PvP 99.9% solo, but this is what I believe is necessary for the future of this game.
In general terms, a game is an activity where you use skill and effort to overcome a challenge which can result in your perceived (or real) victory or loss. Multiplayer games (2 player) are characterized by you (the player) acting as 50% effect. This way, on any given game, players can be content in knowing that even if they lose, they had exactly as much chance to win as the other player.
Currently, PvP is limited to at most, 2 man groups in a 10 man game. This means, at best you are 20% of the effect of the game. This is not a game. Assuming the more common scenario of all players solo-queing, this means that there are 10 players, each playing a game on which they can, at most, be 10% of the effect.
Imagine the hopelessness you would feel if I sat you down to play me in chess, where I played like normal, but you only get to move 1 piece where you want it every 5 of your turns. The rest of your turns, your piece is moved randomly.
This is why so much of the time when a team starts losing in Ranked, at least 1 player will essentially just give up. The worst part about it is that it’s hard to blame them.
Why are 5-man teams any better? You’re still just 10% of the effect! Because, players who agreed to be on the same team as one another cannot reasonably blame another ally for dragging the team down, even if he is not skilled. This team composition was consensual.
My suggestion essentially divides Ranked PvP into two games: The team choosing (and potentially training in Unranked) game, and the competition game. I believe this will greatly enhance the PvP community. Teams will much more frequently battle it out to the bitter end in an effort to not disappoint their friends even if they are losing. Frustration will be more often directed at opponents instead of allies.
Long time sPvPer and Game Designer here. Rain.9213 was correct when he said that On Kill Sigils need to go. Each new sPvP map you guys add seems to be all about keeping matches from being a determined from the first couple minutes. On Kill sigils are the exact opposite of that philosophy and disheartening to fight against. Rising Dusk.2408 Makes an excellent point about On Hit or On Crit sigils, in that, if such things are to exist they should alert the opponent that they are ready to activate by a certain icon. Additionally, his position on the reliable activation of sigils is on the right track.
Of course, I would take it a step further and remove On Hit and On Crit sigils altogether. As you are well aware, the way PvP is now the best sigil options are those which promote the most burst damage or burst survivability. This is the inevitable effect of PvP so long as those types of abilities are present. In my opinion, sigils should be just another part of your character’s build. If I’m building for bleed damage, I’ll use sigils that increase bleed damage or duration; and if I’m using a retaliation build, I’ll use a Sigil that boosts retaliation damage or duration. Sigils in my opinion, should act as compliments to your build, that take the traits, weapons, and utilities that you have chosen, and boost specific aspects of them. In this way, you can keep most, if not all sigils constantly viable in one build or another. Part of your mission is to “remove ineffective choices.” I believe the currently “ineffective choices,” like condition duration sigils and accuracy sigils, should be made into effective sigils. Here are some suggestions that will keep things more interesting than the basic +XX% duration to boons, conditions, or damage:
Sigil of Swiftness: Cripple and Chill do not impair your movement for 1 second after you gain swiftness
Sigil of Vigor: Gain 10 endurance when Vigor is applied to you
Sigil of Might: Might now stacks up to 30 times on you
Sigil of Fury: Fury you gain lasts 1% longer on you for each stack of Fury you have (only works if you change Fury to a stacking condition that increases crit rate by 1% per stack)
Sigil of Flight: Knockbacks and Blowouts send foes an extra 100 units
Sigil of Vulnerability: You may apply up to 30 stacks of Vulnerability to enemies.
Hesacon.8735 suggested a good idea for combo finisher sigils.
Sigil of Blasting: Blast finishers are 33% more effective (might gain is 4 stacks, healing is 33% better, Blindness lasts 33% longer etc…)
Sigil of Whirling: Projectiles you send out with Whirl combo finishers are flung farther or more frequently, or something…
Keen eye Sigil: Skills with projectile finishers have at least a 50% chance to activate one.
I’d also love to see every boon and condition get at least 1 sigil dedicated to it. I hope these were helpful. If need anymore suggestions I’d love to help!