Showing Posts For Huskyboy.1053:

Suggestion: Utility updates for sPvP

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Posted by: Huskyboy.1053

Huskyboy.1053

Yeah the vulnerability/might apply from Deadly Trapper is pretty lame, not compelling. If traited traps applied knockdowns, like Tripwire, then it would be worth it.

Suggestion: Utility updates for sPvP

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Posted by: Huskyboy.1053

Huskyboy.1053

Assassin’s signet: needs shorter cooldown out 20% damage boost, is just inferior to Signet of Agility right now.

Traps in general: need wider trigger radius

Roll for Initiative: shorter cd again, short enough to use once per skirmish but not short enough to be used twice in one

Dagger storm: should be a block with stability, not a reflect. Right now this says “kill me now because you know I won’t dodge.”

Suggestion: Utility updates for sPvP

in Thief

Posted by: Huskyboy.1053

Huskyboy.1053

Alright we all know some skills are more useful in pve versus pvp, such as Shadow Refuge, which just begs for aoe bombs in pvp. But some would be good in pvp if they functioned better. So here are my update ideas:

Scorpion wire: move 2-3x faster and pierce. Right now it’s a 1200 range skill that will never ever hit from anywhere close to that far away. Increasing cd to 30s would be a reasonable trade-off.

Smoke Screen: make this either targetable, meaning I click on the ground where I want it, or instacast. Right now I have to go where I want it, usually in a node fight, then spend 1/2 a second putting it down. Only then is it useful. The projectile blocking and smoke field are very useful, but you can’t deploy this effectively atm.

Tripwire: can trigger multiple times. Infinite times within a timeframe would be overkill, but maybe 4 triggers before the wire breaks would be reasonable. If the person has a speed boost then they should take extra damage from the knockdown.

Fist Flurry: should actually track the target, too easy to miss with this skill.

Caltrops: this skill is awful, it needs some serious help for all game modes.

Ambush and Thieves Guild: either buff their damage, or even better let them use 2-3 utilities like an intelligent thief would. They should confound the enemy but not kill them, right now they’re too weak in all respects to be of use.

Stealth Attack Cooldown Request Response

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Posted by: Huskyboy.1053

Huskyboy.1053

It was because they don’t want you to hit with Backstab, obviously. So instead of fixing Trickery, reducing dagger AA damage, fixing P/P, making Thieves less reliant on non stop evades, reducing D/P 3 or Heartseeker damage (if they don’t nerf AA), they instead add a 1 second CD if backstab doesn’t hit. Yeah that’ll fix the damage problem…

Actually, the change could have been made because they want SA to be used more. Of course a better solution is to make Trickery not mandatory anymore.

This is pretty much it, more to the point than my answer. The reduced recharge on the F1 ability really belongs in the DD line imo, since it’s a core function of thief and HoT is supposed to improve upon the core profession (that’s my take on HoT anyways).

I’m not really sure what you mean by damage problem though, maybe you’re looking into reworking thief more deeply than I am. Fighting thieves is very annoying right now if you’re not DH b/c of all the evades, but making it viable for thieves to use SA over Trickery and removing stealth attack CD would mean more time in stealth, also making it extremely annoying to fight thieves without traps and hella blocks. Either way thieves are annoying, and making them less squishy and lower DPS (therefore reducing need for evades and stealth) would essentially reduce thieves down to something that’s not unique or particularly useful. Those are my thoughts, not trying to put words in your mouth.

Stealth Attack Cooldown Request Response

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Posted by: Huskyboy.1053

Huskyboy.1053

If you don’t deal damage then you’re not revealed, so if you’re blocked and you have no cooldown then you can just use it again immediately. Basically with 3s stealth it’s nearly impossible to line up an attack which is blocked/evaded/missed/interrupted and then use it again before stealth wears off. To get around the issue you can play shadow arts for the extra second of stealth.

Tl;dr cooldown is to make playing thief even higher-risk.

Also you’re not going to get a dev answer on an issue where you’re the only one currently asking, but best of luck. If you want some help with Thief then message me.

(edited by Huskyboy.1053)

"This map is closing"

in Guild Wars 2 Discussion

Posted by: Huskyboy.1053

Huskyboy.1053

I’ve had that problem once. They should either relocate you to a safe area, or give you a “no damage” buff when changing instances for 30 seconds.

What systems could skills be expanded upon?

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Posted by: Huskyboy.1053

Huskyboy.1053

Orpheal I like a lot of this. Most of this applies only to pve so that’s something to keep in mind, but it’s very cool.

What systems could skills be expanded upon?

in Guild Wars 2 Discussion

Posted by: Huskyboy.1053

Huskyboy.1053

Oh haha I guess that’s pretty much the same as a halberd. Hopefully they’ll use it.

What systems could skills be expanded upon?

in Guild Wars 2 Discussion

Posted by: Huskyboy.1053

Huskyboy.1053

Ori I wasn’t suggesting all of them, just potential ideas. Read my previous post, I didn’t say 6 new weapons. I like your idea though. But the area most strongly affected by lack of build diversity is sPvP, you can do many different builds in PvE. We need a solution that works for all areas, not just one.

What systems could skills be expanded upon?

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Posted by: Huskyboy.1053

Huskyboy.1053

To add to my previous post

· Fists/gauntlets/brass knuckles – Could be like boxing, or maybe involve martial arts, but only if done right (doesn’t descend to making itself look stupid). Would be usable by thief, warr, guard, rev, and maybe a spellcaster prof because that would be funny.
· Rings – like rings of power, works for spellcasters
· A retracting weapon – like Ivy’s sword from Soul Calibur. Don’t have a name for it atm.
· Chakrams – like in Kingdoms of Amalur
· Slingshot (don’t like this but could be cool)
· Thrown spear – like Paragons from GW1
· Halberd – is basically a held spear tbh

(edited by Huskyboy.1053)

What systems could skills be expanded upon?

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Posted by: Huskyboy.1053

Huskyboy.1053

Tl;dr I think current skills system is fine, we just need more weapon sets.

Look at the Possible Combinations for each class at the bottom, and you’ll see the issue. Rev and thief suffer the most due to fewest combinations. And underwater weapons add 1-2 combinations that aren’t actually relevant most of the time.

So one possible solution would be to add more weapon sets to increase total possible combinations. I don’t think we need to return to GW1 skill system, keep in mind that 3 of your skills are completely free on GW2, you’d normally have a healing skill in GW1 anyways and you get great variety in GW2, and of course everybody brought an elite in GW1. So realistically you’re 3 skill slots short of the 8-slot free-for-all GW1 skill system. Given that I have another 5 weapon skills, including an auto-attack that’s much more interesting than GW1’s generic auto-attack, I think we have it pretty good. Just 1 more 2-handed weapon and 2 more 1-handed weapon per profession and I’d be happy.

HotM loading screens

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Posted by: Huskyboy.1053

Huskyboy.1053

So whenever I have one of my two weekly DCs during a match, when I relog I have to wait first for HotM to load, then the actual map where the match is occurring. Why? If I’m already engaged in a match then the client should register that and only load the match, loading HotM is totally unnecessary.

PVP Builds...

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Posted by: Huskyboy.1053

Huskyboy.1053

Aaand now a mod moved it without leaving a note, making me look crazy. So for your questions:

1. Guard OP? Answered.
2. Perma tank? Probably a warrior with the tankiest amulet you can find, either that or engineer with tanky amulet. Warriors have enough blocks and interrupts for good sustain, engi can run around in circles and stay alive for pretty much forever.

That being said, there’s no real point to full tank builds. You need at least enough damage potential to push someone off a point long enough to capture it. Guardian is perfect since their traps are large and do a lot of damage, so if you want to bunker on top of a point then they’re good for that. If you just want to run around in a sPvP match doing no damage but also being difficult to kill, then you’re not helping your team. You can’t assume that you’ll always be in a 1v1 situation where the other person can’t kill you, soon enough one of their allies will come and then you’re dead, tank or not.

PVP Builds...

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Posted by: Huskyboy.1053

Huskyboy.1053

Hey you should probably post about this in the pvp forum, you’ll learn a lot there. Many people share your opinion about the Guardian, the key is to use a ranged class, force him to use all his long-cooldown utilities and his virtues, then waste him. DH does not have good sustain, but usually kills his victim around the time he uses all his cooldowns.

Account hacking incident

in Guild Wars 2 Discussion

Posted by: Huskyboy.1053

Huskyboy.1053

As I’ve said previously, nothing is 100% secure. Any shouldas, wouldas, what-ifs, and if-thens you can conceive aren’t going to change that.

Yes, hopefully whatever checks/flags/whatnot that were bypassed will help security be tightened going forward. We’re all hoping that. But, even then, it will never be 100%. Kitten happens, and it’s better to deal with the reality in front of you than dwell on the fantasy you want it to be… and consider placing your anger where it deservedly goes: to the hacker.

~EW

Since the hacker isn’t currently doing a kitten job of guarding my personal info… how about no. Yeah they’re a jerk, giving away the items was unreasonable and cruel. They were just having a celebratory power trip.

But at the end of the day, they did that on their own time, for free. Unlike Anet employees, who get paid to their jobs well. And they made a valuable point, far more valuable than the sum total of Gaile’s admin account’s inventory. On the other hand, Anet has quite a bit of people’s personal info on file, including emails and card numbers, which shouldn’t be shared with someone like the hacker.

As this incident illustrates, their security is pretty poor, even for their staff’s accounts. So remind me, in real life, who poses a greater threat to me and my ability to live my life the way I want to: this random hacker, or Anet’s poor security? Because ultimately that determines who I’m gonna be mad at, and right now this hacker really doesn’t seem like much of a threat to me.

I like Gaile, I’m still a huge GW1 fan. But I’m not letting that cloud my judgment, this is a systemic failure and you’re trying to direct people’s attention at a symptom, not the cause

Guardians are so balanced

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Posted by: Huskyboy.1053

Huskyboy.1053

I can’t kill Dragonhunters on my tank-thief. Clearly this means Dragonhunters are OP.

Lol speaking of thief… take the meta D/P build, replace dagger with pistol and change Dash to Bounding Dodger and you have a winner. No DH is prepared for PP right now and because of easy stealth access from P5 + Bound you have enough sustain to get past their blocks, even F3. And no need to step through their traps.

… and get killed by everything else in match. Grats.

How do you get killed playing PP? Maybe you should practice a little more. It has inferior DPS to DP but better survivability due to being outside the range of more than 50% of skills, and you get more stealth than a Dash thief. Unless you’re picking 1v1s with everybody (in which case switch to warr) then you’ll fine.

Picking PP is dumb against 1 guardian but makes more sense if the other team is DH stacking. You beat them at skirmishing and still have better mobility.

Is this a joke? Every time i see enemy pp thief, i farm them 24/7 in match – easy win.

I don’t play PP, it is useless once you start fighting half decent players.

Maybe you should l2p and get to decent rating instead of farming noobs in HJ.

Cynz, you should probably take a deep breath. If you think people should not play thief versus DH-stacked teams, just say so. But DP is not viable, as it fails against any decent DH bunker, and fails hard when doing +1 in mid (big part of a thief’s job). Too much CC and direct damage from multiple DH. Melee thief vs. DH is not a good idea, staff and DP are equally unviable.

If you have a suggestion about how people should play thief versus DH-stacked team, please feel free to offer it at any time. Because right now it’s a problem on search of a solution. And tbh nobody cares about your anecdotal evidence of “farming” PP thieves, how about you show us you actually know something?

Guardians are so balanced

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Posted by: Huskyboy.1053

Huskyboy.1053

I can’t kill Dragonhunters on my tank-thief. Clearly this means Dragonhunters are OP.

Lol speaking of thief… take the meta D/P build, replace dagger with pistol and change Dash to Bounding Dodger and you have a winner. No DH is prepared for PP right now and because of easy stealth access from P5 + Bound you have enough sustain to get past their blocks, even F3. And no need to step through their traps.

… and get killed by everything else in match. Grats.

How do you get killed playing PP? Maybe you should practice a little more. It has inferior DPS to DP but better survivability due to being outside the range of more than 50% of skills, and you get more stealth than a Dash thief. Unless you’re picking 1v1s with everybody (in which case switch to warr) then you’ll fine.

Picking PP is dumb against 1 guardian but makes more sense if the other team is DH stacking. You beat them at skirmishing and still have better mobility.

Guardians are so balanced

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Posted by: Huskyboy.1053

Huskyboy.1053

I can’t kill Dragonhunters on my tank-thief. Clearly this means Dragonhunters are OP.

Lol speaking of thief… take the meta D/P build, replace dagger with pistol and change Dash to Bounding Dodger and you have a winner. No DH is prepared for PP right now and because of easy stealth access from P5 + Bound you have enough sustain to get past their blocks, even F3. And no need to step through their traps.

Toxic Behavior

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Posted by: Huskyboy.1053

Huskyboy.1053

I made a thread about this a while ago, I still think an exponentially increasing gold ban would be more effective. https://forum-en.gw2archive.eu/forum/game/pvp/Toxic-people-hurt-the-game/first

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

Under your system, you would be a sitting duck for 1.5 seconds if you wanted to swap, making you easy bait to burst down. And if you screwed up and want to switch back, you are now at 3 whole seconds of not being able to do anything instead of 10 seconds using a sub-optimal weapon. Which scenario is better? Which one would you rather have?

Firstly, I’d like to thank you for the constructive response. In my mind, an intelligent player would move behind cover while switching. Not too hard, people do that all the time when contesting points on almost every sPvp map. The side capture points on every map have plenty of potential for hiding, as you will see every advanced player do. Midpoints also offer varying degrees of cover in Temple, Forest, Kyhlo, Skyhammer, and kinda Capricorn (if you have a teleport skill). 1.5s is an arbitrary length of time btw, but it’s not too long if you start swapping right before you get behind an obstacle.

I think it would encourage more intelligent gameplay. It requires the player, prior to swapping, to judge positioning, potential for being interrupted, damage taken, and all boons and conditions atm. Currently weapon swapping is somewhat of a gamble unless your opponent is 99% predictable. “Will I need this in the next 10 seconds? What if someone +1s my enemy?” An arrogant player might think they always have the definitive answer to these questions, but realistically they rarely do. Adding swap time now and removing cooldown gives more flexibility, and doesn’t require the player to make highly risky assumptions..

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

Do you think you’re being maybe a bit dramatic? The game isn’t being “ruined” by salty people on forums who think the game can be better. Some people like the way things are, some don’t, talking about it is how the game gets improved. Also, let’s get a couple of things straight:

1. 2 out of 9 professions don’t use weapon swapping at all, those being Eles and Engineers. Eles switch between attunements, and can decide how long the recharge will be by using/not using Overloads. And since they have 4 attunements, they essentially have 4 weapon sets instead of 2.

2. Warriors having 1/2 cooldown on weapon swap isn’t a unique mechanic. They have weapon swap, and so do 6 other professions. It’s just a buff on top of an existing mechanic. It also reduces variety in PVP because the trait is too good to pass up. Everyone ends up using Discipline, which severely limits build diversity, one of the most unique mechanics of Guild Wars itself.

Anyways, this is just a thought, feel free to contribute something constructive. It’s messed up how 7 professions have the exact same mechanic, but some are handicapped by it much more significantly. I don’t really have an issue with fatfingering, but I definitely switch too early in skirmishes, and the arbitrary cooldown system makes the game less fun for no logical reason. There are multiple routes to promoting good decisions while playing, and the current cooldown system makes no sense.

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

That is a true statement, but does not in any way relate to balance in the game. Not here to hate on warriors, but I’m pointing out that they have a really massive advantage in weapon skills due to that one minor trait. It’s both a buffer against poorly-timed swaps, as well as something that can be used strategically. I think revenants should also have access to that since they need to swap sets frequently also.

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

Fair enough. I still don’t see why warriors have access to 1/2 cooldown though, I think every class should have that as a trait option (excluding ele and engineer).

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

there is no longer much of a penalty for swapping since you could swap right back if you decide you messed up

Like I said, increase the swap time. If you make a mistake, you just spent 1.5s swapping, then another 1.5s swapping back. So not a quick fix since you’d be unable to use the weapon while switching. But it prevents you from having 10 completely arbitrary seconds of not being able to switch, which makes no sense.

Weapon swap mechanics should be changed

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Posted by: Huskyboy.1053

Huskyboy.1053

10 seconds recharge is too long. If I misuse a weapon skill, I now have recharge on that skill. That makes sense, it’s a reasonable punishment for the mistake. If I mistime/mistakenly swap weapons, for example swap Mesmer staff to sword/shield, I have 10 second recharge on all staff skills. Matters more for some professions than others (thief), but it’s a ridiculously long recharge duration that completely ruins a 1v1 if mistimed.

On the other hand, why can you swap weapons in .25s? It should take 1.25-1.5s instead. A weapon swap should be slow and obvious to the opponent as it happens, not something that happens in the blink of an eye.

tl;dr It’s backwards, recharge is excessive, swap time should be much longer.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

Beside that, do you really want to have to ban perhaps a majority of the players?

kitten my post is specifically about a punishment other than permabanning people, and I don’t think anybody here really supports it. I do agree that matchmaking makes people angry though, like I said I play the game to have fun, and unwinnable matches are not fun.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

Haha I’ll start asking people in HotM to block my nemeses. That’ll show them!

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

I personally think it would be better if the following was done on anets side:
-Disable whispers while in pvp
Can’t receive , can’t send
-Disable Map & Say Chat
There is no reason to talk to the other team at all….

Hide player names, just have Red/Blue Class
E.g. Red Guardian
In the event of multiple classes, add a 2 3 4 or 5 at the end.

Disable send mail while in pvp
There is no reason to send mail while in pvp

with all of that done, if someone still messages you after a game then just report them for being a weird stalkerish person.

I like the whisper and mail disables. I prefer to see enemy names, I use that information when I go up against someone after previously playing with/against them. A way to deal with this would be to have a single PVP-only handle that displays instead of your characters’ names, and to not show people’s account names. That way when you’re in heart of the mists people see your regular toons’ names, but in a match only the PVP handle shows. Disabling whispering at PVP handles would solve the angry PM issue without affecting gameplay.

Problem is, the biggest kitten talk tends to happen inside your own team. Disabling say chat just prevents you from being polite, too. Or congratulating the other team to victory well-earned.

Keeping it team-only never protects you from “that one guy” who just sits on the base and trashtalks their OWN people, essentially making the game 6v4.

Just block whoever decides to be a rude kittenblister. Easy as that.

This is very true. Tbh if someone 1v1s me and wins then I feel like usually I deserve the criticism. What I don’t care for is my own teammates making comments about what’s happening when they can’t see what happened, when I get targeted by 3 ppl at mid and die in 5 seconds, when I bunker and the team can’t take a point without me (seriously, what is so bad about 1 person generating 160+ points in a game?), etc. Usually it’s my own teammates bringing the kitten talk.

I agree with blocking, but it doesn’t solve the problem in the future. They’re still going to act up, just with different people. Dishonor is a joke punishment, people with behavior problems aren’t scared by it nor should they be. Call me kitten Cheney but I like more severe and permanent punishments, short of banning (which is unrealistic since it takes revenue away from Anet).

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

Agreed, setting people up to lose is BS. It gives them more flexibility in matchmaking, which is good when you only have a small pool of players, but b/c it’s not a good solution it chases the existing players away.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

I don’t have this problem. I don’t want a swear jar.

I will tell you my personal system. When someone harasses me, I harass them back but I try to be even meaner or caustic then they were. I never apologize and I never admit fault. So that’s the price for harassing me.

I personally take a great deal of satisfaction from these sorts of interactions and if I’m honest I kind of look forward to them a little.

Haha Israel, you are the hero we need but not the hero we deserve. I usually respond by being extra nice and bubbly, it’s actually even more annoying to them.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

swear jar is bad becuase some of us us swear words even as encouragement , for example : lets stun luck this guy and eff him up , or : “da fug was that” when suddenly bursted

but yes if someone actually insults others and stuff you can actually report them for that so do that instead .

Yeah I do reports. What I’m criticizing is the penalties for harassing or unsportmanlike conduct, which is just a short timeout. It’s a weak and impermanent penalty and it doesn’t do the job.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

Trash talking is something that happens in all online games. When you’re playing with other real people, you’ll find people that behave like that. You can’t change how other people behave, but you can change how you react to it.

I don’t think this “swear jar” system would be the best way to go about it. How would you propose it works? By reporting a player and they have to cough up? People would abuse this and report people for a laugh. Every time you swear in-game you have to pay? What if you’re just having a friendly chat with a friend and you swear, then you have to pay a load of gold?

Just let the mean comments roll off you, like water off a duck’s back. Mean comments only hurt you if you let them hurt you.

Ah I didn’t literally mean a “swear jar” and I agree, I kitten from time to time. But what you’re not taking into account is that reports are (sometimes) reviewed, so not every report will result in penalties. Anet has access to chat logs so you can always appeal penalties and they can double-check to see if the report is corroborated. No, I do not think that swearing in and of itself is harassment, I don’t report it, and I couldn’t care less if someone does it.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

This is a problem everyone has. I get on this game to have fun, but even in unranked I see people mocking other players for nothing, and sometimes I even get angry PMs from insecure players who don’t know understand that “bunker home” means no, I’m not going to +1 you at far. Is someone PMing me “go afk, you’re more useful that way” really affecting my life significantly? No. But neither is GW2. It’s a game, and I only keep paying and playing as long as it’s fun.

Instead of the current dishonor system, which basically just says “why yes, you can be a kittenbag again, starting in 12 minutes,” why not instigate a fine? If you harass people, first strike costs 50 silver. Second strike costs 1 gold. The cost rises every time you act up. It’ll keep them quiet and teach some valuable social skills in the process.

Tl;dr people should be fined when they’re reported, and have the ability to appeal fines.*

(edited by Huskyboy.1053)

Flanking strikes (Thief trait)

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Posted by: Huskyboy.1053

Huskyboy.1053

That’s how it should work, but… yeah sometimes Anet doesn’t follow its own rules. Had the same types of problems in GW1, ex. a skill says it affects “other allies” but also affects the user. It’s a glitch, who knows if they’ll bother to fix it.

Thief trait buffs

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Posted by: Huskyboy.1053

Huskyboy.1053

Not quite sure what you mean. Could you reword that?

Thief trait buffs

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Posted by: Huskyboy.1053

Huskyboy.1053

In the same vein as the discussion on improving Scorpion Wire, let’s talk trait buffs. My favorite trait is Improvisation, yet it has one fatal flaw: sometimes it recharges a type of utility that you’re not even using, making it useless. Considering you can only have 5 different utilities, it’s possible that you won’t even get a benefit when you use Steal, even if you have 5 of the 6 different types! I don’t think that it should be a lottery as to whether you get any benefit. It’s much more fun but less reliable than Executioner or Potent Poison, the other two choices. Are there any other traits that need a buff to be viable?

Missing sigils

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Posted by: Huskyboy.1053

Huskyboy.1053

Hmm I don’t see that in the wiki. But Anet makes Pvp versions of sigils, so if you think it’s OP then they could modify it to be useable but not OP.

Missing sigils

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Posted by: Huskyboy.1053

Huskyboy.1053

I noticed today that the Superior Sigil of Absorption is missing in the sPvp build panel. Another wiki user told me that some HoT sigils haven’t made it into sPvp, or there aren’t Pvp versions of them. I was planning to use that one in a build, but it looks like this problem might extend to other sigils. Will there ever be Pvp versions of these new sigils? I like being creative and modifying existing meta builds to make them fit me better, and it’s frustrating to run into roadblocks like this that don’t appear to have any rhyme or reason to them.

Here’s where I first found this out.