Rune and Sigil Changes - 13 November 2018 [Merged] - Page 5 — Guild Wars 2 Forums

Rune and Sigil Changes - 13 November 2018 [Merged]

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  • ReaverKane.7598ReaverKane.7598 Member ✭✭✭✭
    edited November 13, 2018

    I just love how this supposed "quality of life" change became a chance for Arena Net to rack up on gem sales.
    Sure it wasn't a guaranteed chance, but with rare kits you'd get the sigils and runes more often than not, now you get junk that will out you up for a few hours crafting sigils and runes.
    Pretty sure that there's already someone that bought all the useful runes and sigils of the TP just to overprice them later.
    Awesome move Arena Net.
    A lot of people keep saying they don't like crafting, and want to avoid it, Arena Net just adds more and more forced crafting into the game.
    Not even going to discuss individual sigil and rune changes, since i already read enough to not want to play the game before i got to that.
    When the game's patch notes has almost as much dedicated to the gem store as to the rest of the changes, you know where priorities lie. And it stopped being on providing a quality game a long time ago.

    Also @Gaile Gray.6029 just so you don't accuse me of just being negative, here's what you SHOULD have done:
    On Mystic Salvage kit, and one or two new kits, you only get rune materials when it would fail to get the rune in the past.
    So basically:
    Original code for salvage;
    if salvage fails > new code (can even use the code for the lower tier salvage kits on fail).
    Or in alternative, add NPC purchasable Upgrade extractors, but like you did in the past with salvage kits, it only has a 60% chance to extract the item intact. If it fails, you get materials.

    EDIT: I actually read through the runes, and i don't dislike the changes, it makes sense what they did, standardizing the effects, so that there's no weird effects on 3 runes, and completing the stat counts on sets allows for more rune sets to be viable (so you don't have to chose between the Condition damage and having the jagged horror in combat. Also moving the effects to the full set bonus allows them to use more often 100% effective bonuses, instead of 60% when struck, or 50% while in combat). For the most part it was a pretty good work. Too bad they had to sneak in the extra work when changing stats, and filling their pockets a bit more with only allowing us to remove upgrades from Black Lion items. That for me ruined their good work completely.

  • LucianDK.8615LucianDK.8615 Member ✭✭✭✭

    or the others could just accept a herald rev among them again for Facet of Nature.

  • Turk.5460Turk.5460 Member ✭✭✭✭
    edited November 13, 2018

    @TwiceDead.1963 said:

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    Should be easy enough to test, shouldnt it?
    A bit hard right now with the constant DC's, but I hear a hotfix is in the works.

    Not for another 6 hours 15 minutes for me

    I tested Superior Runes of the Pack "Grants Swiftness, Fury and Might for 10 seconds on a 20 sec CD upon entering combat."

    The boons did not re-apply after the initial engagement, even after 20+ seconds. Curiously though, they do apply once you exit combat.
    I tested this running around a wyvern enemy for a minute or more just letting it attack me.

    That's a shame. Did you try attacking it after 20+ seconds? Maybe it has to be re-triggered by hitting the enemy.
    @Gaile Gray.6029 If these do not re-apply while still in combat, may we please get clarification in the patch notes or elsewhere? Many encounters last longer than the cooldown of these runes.

    Fort Aspenwood
    Jekkies

  • DeanBB.4268DeanBB.4268 Member ✭✭✭✭

    What about items not on the lists? I didn't see Rune of the Mad King listed, for example. No changes?

    X__________________________
    (Signature Required)

  • Tyncale.1629Tyncale.1629 Member ✭✭✭
    edited November 13, 2018

    Looks like there is more variety now: I always disliked how there are like 80 different Runes and Sigils and only a few of them had demand on the market, some of which were very overpriced compared to the rest(which had no value at all). I am very curious to see how this will pan out on the Trading Market. I am a bit sad that my sigil of Bursting has 1% less Condi damage but I guess this was one of those Sigils that had it coming (looking at the price).

    I may actually experiment a bit now with different sets.

  • phs.6089phs.6089 Member ✭✭✭✭
    edited November 13, 2018

    @Naxos.2503 said:

    @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    Awww man ! I spent a while getting the tokens to kit my Renegade with nightmare runes ! Just a Week ago

    Same, they are useless now :cry: and my sweet, sweet durability runes...rip
    Other then that thank you for update everything else looks good.

    "There is always a lighthouse, there's always a man, there's always a city."

  • notebene.3190notebene.3190 Member ✭✭✭✭
    edited November 13, 2018

    @Gaile Gray.6029 said:

    @Lolivia.3219 said:
    "A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay."

    Anet employee 1: lets change every 60% to 100% and all 10% damage to x-species to 7%to x-species + 3% overall and just call it a day
    Anet employee 2: sold, lets make tyria great again
    what a joke

    So, you don't like the changes. I get that, and you're entitled to your opinion. But "what a joke" and a snarky pretend conversation don't really make for meaningful feedback. Don't like it? Explain why. Have a better idea? let's hear it.

    Regarding your later response thread, I also really appreciated the before/after tables. I don't remember most of what my 9 characters have to that level of detail, and usually just shrug and carry on until a moa in Queensdale face rolls me and I have to figure out why!

    Regarding this specifically, I can't speak for who you were responding to, but I like the offer and encouragement to offer a better idea. I'm looking at like the flanking changes to some of the sigils, two of which I was using on my Renegade's short bow, and it left me kinda bummed. I can see why they might be useful for a Ranger (Hunter? I can never remember what that base class is called in this game, every game has something different), as they have a pet that can get attention and the chance to flank (when fighting alone) is much better, and moving at that. My Renegade doesn't have that (unless the Legendary Demons do, and I just don't know it?), so my Purity and Ice sigils (the latter providing a chance to chill, which then works with the Abyssal Chill trait nicely) in my short bow might not work so well any more when I'm alone. Granted, when I'm alone my short bow is mostly for pulling, and I find myself swapping to my mace/axe pretty quick. Any sustained short bow is 'usually' when I'm in some sort of zerg or small group situation in the open world anyways...so maybe my concern is marginal at best?

    To offer a 'better idea', I suppose my suggestion would have been to have both? Use the new rules for flanking , but keep the original rules when not, perhaps reducing the chance on hit(crit)? Having said that, it is kinda hard to offer a better idea without understanding the reason behind the change to begin with? Was it an over powered thing? Was it an effort to make maybe some other sigils seem more interesting, and if so, which ones? Maybe I'm not getting what they are hoping I might try instead?

    Is there any sort of dev blog that talks about the reasoning behind them, and I just missed it? Doesn't have to be one by one, but it seems like most of them can be 'grouped', and were all changed for similar reasons (like the 10% to 7x3).

    Speaking of that one, while I don't use them, I can't understand why the change on those is bad at all. I mean, don't you still get your 10% on 'the thing' that you got it for before? Now you get 3% on 'everything else', right? /shrug

    Update: Looking at your table some more, things for me to try, maybe they were thinking Cleansing or Generosity for my situation...as a replacement for Purity? Hmm, not bad. :)

    In the event I don't get a chance, thank you all for the company and help when I needed it from time to time.

  • Why change Rune of the Flock and get rid of the bird striking? You took out what made it interesting and made it generic and boring. On top of that, you let it keep it's name. Like what? There's nothing flock related to just healing power and vitality.

  • Caedmon.6798Caedmon.6798 Member ✭✭✭✭

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    Should be easy enough to test, shouldnt it?
    A bit hard right now with the constant DC's, but I hear a hotfix is in the works.

    Not for another 6 hours 15 minutes for me

    I tested Superior Runes of the Pack "Grants Swiftness, Fury and Might for 10 seconds on a 20 sec CD upon entering combat."

    The boons did not re-apply after the initial engagement, even after 20+ seconds. Curiously though, they do apply once you exit combat.
    I tested this running around a wyvern enemy for a minute or more just letting it attack me.

    That's a shame. Did you try attacking it after 20+ seconds? Maybe it has to be re-triggered by hitting the enemy.
    @Gaile Gray.6029 If these do not re-apply while still in combat, may we please get clarification in the patch notes or elsewhere? Many encounters last longer than the cooldown of these runes.

    Nope its not reapplying,tested myself aswell.Get the boons when u enter combat,waited 20 - 30 sec,made an attack and you get no boons.Pretty kitten useless.

  • @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    At least for my condition build, Runes of the Afflicted is a much better option now.

  • @LucianDK.8615 said:
    or the others could just accept a herald rev among them again for Facet of Nature.

    As I said before, why have more forced slots when you could have less. In true anet fashion, they nerfed everything around the Chrono and nerfing everything rather then just nerfing Chrono. Back to Herald + Chrono! Except this time you need 2 of them

  • @LucianDK.8615 said:

    @Morte de Angelis.7986 said:

    @LucianDK.8615 said:
    Have you forgotten about Facet of Nature from revenants? Herald revs fell out of meta because classes could cap out on boon duration of their own. Which never should have happened.

    Oh good, we go from 4 locked slots to 6 locked slots. So good right?
    I saw the Renegade was Meta on Dhumm according to SC :shrug:

    Considering the big sale point of facet of nature is boon duration increase for buddies, it renders it completely useless if people can boon duration cap on their own.

    That is true, but I'd rather they just nerf Chrono rather then nerfing boon duration in general. Now why would you run FB + Rev when you'd have to use the Herald for the Boon duration anyway with a Chrono :shrug:

  • perilisk.1874perilisk.1874 Member ✭✭✭✭

    @TwiceDead.1963 said:

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    Should be easy enough to test, shouldnt it?
    A bit hard right now with the constant DC's, but I hear a hotfix is in the works.

    Not for another 6 hours 15 minutes for me

    I tested Superior Runes of the Pack "Grants Swiftness, Fury and Might for 10 seconds on a 20 sec CD upon entering combat."

    The boons did not re-apply after the initial engagement, even after 20+ seconds. Curiously though, they do apply once you exit combat.
    I tested this running around a wyvern enemy for a minute or more just letting it attack me.

    ... isn't that what the tooltip says? Entering combat is what causes it to trigger, but it can't trigger more than once every 20s even if you were to enter and exit combat more than once in that timeframe. Things that continue to be active in combat, like the summons, are described as "while in combat", in contrast.

  • Personally, I preferred Rune of Radiance's 'aura on heal' effect. The extended aura duration wasn't that important imho. Rune of Air has that effect now, but the swiftness boost isn't that useful to a healing tempest.

  • Turk.5460Turk.5460 Member ✭✭✭✭
    edited November 13, 2018

    @perilisk.1874 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    Should be easy enough to test, shouldnt it?
    A bit hard right now with the constant DC's, but I hear a hotfix is in the works.

    Not for another 6 hours 15 minutes for me

    I tested Superior Runes of the Pack "Grants Swiftness, Fury and Might for 10 seconds on a 20 sec CD upon entering combat."

    The boons did not re-apply after the initial engagement, even after 20+ seconds. Curiously though, they do apply once you exit combat.
    I tested this running around a wyvern enemy for a minute or more just letting it attack me.

    ... isn't that what the tooltip says? Entering combat is what causes it to trigger, but it can't trigger more than once every 20s even if you were to enter and exit combat more than once in that timeframe. Things that continue to be active in combat, like the summons, are described as "while in combat", in contrast.

    Yes, but I was hoping for it to be in error. Since those "upon entering combat" bonuses become increasingly less helpful the longer the encounter continues.

    Fort Aspenwood
    Jekkies

  • notebene.3190notebene.3190 Member ✭✭✭✭

    @perilisk.1874 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:

    @TwiceDead.1963 said:

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    Should be easy enough to test, shouldnt it?
    A bit hard right now with the constant DC's, but I hear a hotfix is in the works.

    Not for another 6 hours 15 minutes for me

    I tested Superior Runes of the Pack "Grants Swiftness, Fury and Might for 10 seconds on a 20 sec CD upon entering combat."

    The boons did not re-apply after the initial engagement, even after 20+ seconds. Curiously though, they do apply once you exit combat.
    I tested this running around a wyvern enemy for a minute or more just letting it attack me.

    ... isn't that what the tooltip says? Entering combat is what causes it to trigger, but it can't trigger more than once every 20s even if you were to enter and exit combat more than once in that timeframe. Things that continue to be active in combat, like the summons, are described as "while in combat", in contrast.

    I think you are right, and I think I don't like the change on that set very much either. I get they might feel 'on hit' is over powered, but we need some other way to re-apply them outside the cool down period while still in combat. Either use the 'while in combat' flag, or let them be re-applied when you do something like dodge, or ... something.

    In the event I don't get a chance, thank you all for the company and help when I needed it from time to time.

  • Lolivia.3219Lolivia.3219 Member ✭✭
    edited November 13, 2018

    anyways, litte response, been fun i guess

  • @Gaile Gray.6029 said:

    @Lolivia.3219 said:
    "A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay."

    Anet employee 1: lets change every 60% to 100% and all 10% damage to x-species to 7%to x-species + 3% overall and just call it a day
    Anet employee 2: sold, lets make tyria great again
    what a joke

    So, you don't like the changes. I get that, and you're entitled to your opinion. But "what a joke" and a snarky pretend conversation don't really make for meaningful feedback. Don't like it? Explain why. Have a better idea? let's hear it.

    if only id get a response after i explained why though

  • Hesacon.8735Hesacon.8735 Member ✭✭✭✭

    @phs.6089 said:

    @Naxos.2503 said:

    @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    Awww man ! I spent a while getting the tokens to kit my Renegade with nightmare runes ! Just a Week ago

    Same, they are useless now :cry: and my sweet, sweet durability runes...rip
    Other then that thank you for update everything else looks good.

    Durability runes got buffed, it's just other runes got brought up to its level. It was always one of the best runes in the game, it's just now we have alternatives.

  • Turk.5460Turk.5460 Member ✭✭✭✭

    @Lolivia.3219 said:
    anyways, litte response, been fun i guess

    Your original post was useless and immature, but luckily there are thoughtful posters who turned your thread into a more informative feedback thread.

    Fort Aspenwood
    Jekkies

  • I like some of the changes (related to useless runes & sigils), they might have some uses now.
    However, it's a big loss on game diversity as more things are now generalized. We lost fleshreaver, vampirism and all those little 4th or 6th rune effects.
    Sure, the new effects are more powerful but also more boring because more common.

    I would have improve currents effects of underused things to bring them on a same level of meta ones. It is more likely a harder task but more rewarding.
    Let's see vampirism runes:
    Vampirism
    (1): +25 Power
    (2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
    (3): +50 Power
    (4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
    (5): +100 Power
    (6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 40s)

    It was fun and only used for that because a lot less effective than say Scholar.
    I would have improve it to something like this:
    Vampirism
    (1): +25 Power
    (2): 30% chance when struck to cause your next attack to steal life. (Cooldown: 10s)
    (3): +50 Power
    (4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
    (5): +100 Power
    (6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 20s)

    Are my changes OP ? Maybe, I don't know, but at least, it keeps the same purpose.
    Additionally, we lost many effects (2th or 4th bonus), traded for some attribute bonus. It is BORING as hell... special effects are more fun, brings a lot of diversity, provided those effects are powerful enough.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Victory.2879 said:
    More damage boosts- just what we needed... /sarcasm.

    A lot of the defensive minded ones got boosts as well. I thought some of my toons were already tanky. New numbers inc.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • @Turk.5460 said:

    @Lolivia.3219 said:
    anyways, litte response, been fun i guess

    Your original post was useless and immature, but luckily there are thoughtful posters who turned your thread into a more informative feedback thread.

    yeah except i provided answer to why i didnt like it, yet the only reply i get to that, is none, or you randomly saying something about my first post, which is, just as useless. thanks

  • I like most of what you guys are doing. You're giving attention to sigils and runes that could use it. You're cutting out some less optimal sigils and runes, but you're also getting rid of some of the most interesting ones and fun to use ones. You gave Torment the duration sigil it was lacking, but in the process you killed the ability to make a fleshreaver your ally. You removed a rune set's ability to have a bird come down and blind your foes cause they dared attack you, making it a bland healing and vitality rune set. It's a little confusing when you keep some fun ones, but other ones you give the axe.

  • Caedmon.6798Caedmon.6798 Member ✭✭✭✭
    edited November 13, 2018

    @Gaile Gray.6029 said:

    @Lolivia.3219 said:
    "A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay."

    Anet employee 1: lets change every 60% to 100% and all 10% damage to x-species to 7%to x-species + 3% overall and just call it a day
    Anet employee 2: sold, lets make tyria great again
    what a joke

    So, you don't like the changes. I get that, and you're entitled to your opinion. But "what a joke" and a snarky pretend conversation don't really make for meaningful feedback. Don't like it? Explain why. Have a better idea? let's hear it.

    You mean the dozens and dozens of amazing suggestions made by the community to either spice the game up or how to add or balance or change things to game modes like wvw in the previous years that get completely ignored by Anet eventhough people make polls and the majority of the people liking the changes presented ? We never get a response on meaningfull feedback or suggestions being made by the community so maybe he doesnt think it even has impact to explain why.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Hashberry.4510 said:
    66 percent swiftness from sigil of speed. I assume you only see that boost in combat?

    Wonderfull effort by ANet, love what you did overall.

    The rune of speed picked up the 66 too. Run a Rune of Speed/Soulbeast in WvW as a havoc run speed booster and to catch runners, bond the bird and you have swiftness on demand, hammer/mace dwarf revivie same thing. Wonder how many people are going to be reported as speed hacking in the first week?

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • I'm not home from work yet, so I can't login to the game and see for myself, but some sigils arent listed in the update notes. Does that mean they didnt change? For example: Sigil of Bloodlust.
    Thanks

  • Rysdude.3824Rysdude.3824 Member ✭✭✭✭

    @TheGrimm.5624 said:

    @Hashberry.4510 said:
    66 percent swiftness from sigil of speed. I assume you only see that boost in combat?

    Wonderfull effort by ANet, love what you did overall.

    The rune of speed picked up the 66 too. Run a Rune of Speed/Soulbeast in WvW as a havoc run speed booster and to catch runners, bond the bird and you have swiftness on demand, hammer/mace dwarf revivie same thing. Wonder how many people are going to be reported as speed hacking in the first week?

    I've been running this since the update and its amazingly fun to catch up and kill.

  • roamzero.9486roamzero.9486 Member ✭✭✭

    What's not gamechanging is that fact that not enough testing was put into some of these. Sigil of Blight doesn't work at all and the Torment sigil still works the old way.

  • dusanyu.4057dusanyu.4057 Member ✭✭✭
    edited November 13, 2018

    Why the more RNG? so now upgrades now require these symbols. which are a rare salvage. the price of upgrades are going to skyrocket, going to make the game more difficult for casuals and new players. good thing i bought what i needed for my last character slot before this started. make the symbols craftable from lucent motes please.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited November 13, 2018

    @Hesacon.8735 said:
    Durability runes got buffed

    You might want to look again. Unless the effect in game is different than the one on patch notes, i see a nerf from 20% to 15% boon duration.

    @Hanakocz.5697 said:
    Those changes are not "just 60% to 100%" but "getting rid of RNG" . Thus I see them as good.

    Moving a sigil of water from 30% to on crit does not get rid of RNG. It just moves it somewhere else.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Warkind.6745Warkind.6745 Member ✭✭✭

    If Superior Runes of the Pack are really only intended to grant boons upon entering combat, it looks like they might be dead in the water.

    All is vain.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited November 13, 2018

    I really wonder what the altruism runeset did to the dev for them to slay it with a "transfert condition from nearby allies on you" effect. Even necromancers would rather not have anything to do with such effect, why forcing this on a runeset? The runeset should have been renamed into runes of masochism or runes of the hypochondriac. Taking other's problems onto yourself isn't called "altruism", helping others to solve their issues is called "altruism".

    In gw2 taking your allies conditions onto yourself isn't a "good" way to support them. Since release it never made satisfying result in any kind of build and this runeset won't help this effect to miraculously change this fact. (Ah maybe when the necromancer could gain lf by bouncing back and forth condition with his minion but it was short lived anyway)

    Other than that I could see a lot of "weak" runesets becoming even weaker and a lot of "strong" runesets becoming stronger. It's to the point that there is quite a few runesets that are now so underwhelming that it would have been better to just remove them from the game.

  • To be honest, as a long-time player, I can tell you, that I really appriciate all changes, especially the QOL changes. And I tested it, just buying some "Click-Em-All" items, last time I was doing this I was like - merch-TP-bank and right now after buying 20-30 "Unid weps" i had to visit this strange places around 1 (wordly -ONE-time). So it DEFINATELY QOL upgrade!

    Thank you ANET,
    "Way-better-than-you-know-who"

    :)

  • To me, effects that add 'X % of boon Y' are mostly useless, especially for fury and swiftness. Runes with those effects are useless for most of my builds, except maybe occasionally in open world (and it's not really needed there). That severly limits the number of choices that I have available, which is a pity imho.

  • Markus.9162Markus.9162 Member ✭✭
    edited November 13, 2018

    The firebrand-renegade alternative for raids sadly got nerfed with these changes, I hope they take a look on it .

  • Aaralyna.3104Aaralyna.3104 Member ✭✭✭

    Is it me or does salvaging items (with runes/sigils on them) automatically salvage the runes/sigils at same time? Some items from i.e. dungeons contain sigils/runes I like to use being a rune/sigil (like in old system after salvage) and not salvaged into dust.

    I.e Twilight Arbor gears giving Superior Runes of the Nightmare after you salvage the gear it was in.

  • This is horrible.

    • a great majority of special effects have been moved from spot 2 or 4 to 6. Before, you were encouraged to use six of the same rune but you could still mix things up, for example 2-4 scavanger/vampirism would give you two life-stealing chances running on different cooldown. Now there is no point. This further reduce build diversity, it's a step in the wrong direction.
    • a lot of special effects were plain removed. There is the obvious Demon Summoning sigil, but also the bird attack from the sigil of the flock, and more. Tyria is a less fun place now.
    • the rune of Rata sum and the rune of the Grove lost the cool racial skill attack.
    • lots of cool 'on hit' passives were removed to promote 'active play style' , whatever that is supposed to mean.
    • Rune of the Sanctuary was one of the only way for a warrior to gain Retaliation (apart from the trait), now it's gone. This is true for other boons on other runes as well, that could have been valuable for some profession that had low access to them.
    • some sigil now demand annoying requirement, like 'a flanking strike' for the sigil of ice. Guess my Ice-themed ele will have to find something else to put on her staff.
    • several runes got more stats bonus. So more power creep - again, a step in the wrong direction.
    • and finally, this was an opportunity to fix the Rune of Svanir, but it's still 5 sec useless frost aura with 90 sec cooldown.

    Honestly, some changes here and there are okay, but for the most part I really dislike this patch. Some ideas like the flanking strikes would have work better on new sigil/runes instead of changing the existing ones. I have to change every runes and sigils on about all my characters now.

    For the part about no longer being able to salvage runes/sigil, and the changes to crafting, I don't know yet, this could be an improvement - although there wouldn't have been a need for this if the loot we gain was not so flooded with equipment.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭

    Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact.

    https://en-forum.guildwars2.com/discussion/60248/game-update-notes-november-13-2018#latest

  • GDchiaScrub.3241GDchiaScrub.3241 Member ✭✭✭✭

    This is awful.

    I can no longer use demon summoning sigils to make minions repping my guild tags so I don't feel so lonely. Why do you ruin my meme builds?

    D:

    Holy Warriors of [Kazo] following Kazo doctrine guided by, Our Lord and Commander, Zudo in the holy Trinity of Him and his two firm glutes.

  • Darlgon.9273Darlgon.9273 Member ✭✭✭

    @Carcharoth Lucian.1378 said:
    Patch notes : "Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact."

    PSA : use of Black Lion Salvage Kits on exotic runes and sigils don't give you all the materials !
    Example, i use 5 of them -> no charms and no symbols, just some lucent motes :(

    Same results here. Thanks for not letting me feel lonely.

    On a related note, I was using Silver Salvage-o-matic. That SHOULD have the same chance as BLTC kits, right?

  • @Naxos.2503 said:
    I was a bit disappointed about losing my Superior Sigil of Demon Summoning :< My necromancer used a variety of skills to have a very large amount of minions, combined with Runes of the lich, "Rise!" and core necromancer Bone Minion and Life Steal minion, with Lich Form, I could play a very special kind of necromancer that specialized in having a huge horde of monsters, with Fleshreaver as a peak power spike (it also helped that Fleshreaver fit a Necromancer).

    In a way, I Really appreciate the Torment duration for my renegade, but I feel like my necromancer lost a Bit of Identity :<

    I have to second this...I loved popping up that Fleshreaver in a fight to put a "KA-POW!" into the mix. lol Its not a game changer for my 1-man-army MM...but it is rather sad...maybe the folks can look at creating a new Sigil for the Fleshreaver Summon...maybe maybe? :)

    Always willing to help others if I am able. Catch me in-game. I'm a dirty-casual with 2 kids in college, so I am on at odd times. lol

  • DeanBB.4268DeanBB.4268 Member ✭✭✭✭

    Can't you go with rock dog or golem runes instead? Then you won't have to worry about killing a rabbit and having the flesh reaver wasted?

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  • the change to nullification really pisses me off.

    There aren't many ways for eles to remove boons. So take it away. Make it a THIEF ONLY sigil.

    kitten? ANET? Really? OP thieves are a problem and you make a useful sigil thief only? the persons who greenlighted this, do they actually play the game? Outside of core pve?

  • @Rysdude.3824 said:

    @TheGrimm.5624 said:

    @Hashberry.4510 said:
    66 percent swiftness from sigil of speed. I assume you only see that boost in combat?

    Wonderfull effort by ANet, love what you did overall.

    The rune of speed picked up the 66 too. Run a Rune of Speed/Soulbeast in WvW as a havoc run speed booster and to catch runners, bond the bird and you have swiftness on demand, hammer/mace dwarf revivie same thing. Wonder how many people are going to be reported as speed hacking in the first week?

    I've been running this since the update and its amazingly fun to catch up and kill.

    not that rangers with their longbow range and insane multipliers needed any more help with that.

  • Blude.6812Blude.6812 Member ✭✭✭✭

    Divinity, Berserker and Dragon Hunter??? No changes/not included?? and Why?

  • @Darlgon.9273 said:

    @Carcharoth Lucian.1378 said:
    Patch notes : "Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact."

    PSA : use of Black Lion Salvage Kits on exotic runes and sigils don't give you all the materials !
    Example, i use 5 of them -> no charms and no symbols, just some lucent motes :(

    Same results here. Thanks for not letting me feel lonely.

    On a related note, I was using Silver Salvage-o-matic. That SHOULD have the same chance as BLTC kits, right?

    No, Silver Salvage-o-matic has always matched Master salvage kit - 80% chance to remove upgrade.

  • @Randulf.7614 said:

    Since I can't post on a release notes thread (obviously), can I say thanks for the "before" and "after" release notes on the runes and sigils. This is soooo useful (esp as I forgot to note down my equipped ones earlier!)

    I'm surprised the buff per charges sigils were kept though. Thought they'd be the first to get axed being as they are pretty anti-gw2 in the way they work

    Except that some of the "before" descriptions are inaccurate, and I wonder how many I didn't recognize. Case in point: Rune of the Necromancer. In what universe does that description belong with this rune? Doesn't match the old tooltip, doesn't match the wiki entry, doesn't match the way the rune worked. "Healing Power"? What are you smoking?

    Some sigils with effects that proc'd by chance on hit or crit now only proc on flanking strike? So, now only usable by some Adventurer classes? They're the only ones with flanking attacks. You just made them useless to two-thirds of the game's classes.

    I appreciate that you were trying to improve them, but failing to mention some runes and sigils had some people freaking out in map chat that they were removed from the game, when in fact they hadn't changed at all. And if "flanking strikes" are something all classes can do now, you also failed to mention that. As often as Anet is criticized for incomplete or unclear communications, you might have tried a little harder.

    And I agree with someone else on this page that making BL salvagers the only way to extract upgrades intact is little else than a cash grab.

  • Donari.5237Donari.5237 Member ✭✭✭✭

    @Gaile Gray.6029 said:

    @Carcharoth Lucian.1378 said:
    Patch notes : "Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact."

    PSA : use of Black Lion Salvage Kits on exotic runes and sigils don't give you all the materials !
    Example, i use 5 of them -> no charms and no symbols, just some lucent motes :(

    Hmmm. If that's counter to the messaging, would you mind posting that in the Bugs Forum, as well? I'll then point to it for the devs. Thanks!

    It's not exactly counter. The message is that if you salvage an item containing a rune or sigil with a BLK, you will get that rune or sigil in your inventory rather than motes or symbols. Lesser kits just go straight to the salvage mats.

    However, it is a concern that with regard to the runes and sigils themselves a BLK salvaging exotics only gives motes rather than the much rarer symbols. I also used a BLK on some exotic sigils, account bound ones I had been saving (Ruthlessness, I think?). I wanted to gather up some Symbols of Control so as to work towards learning the recipe for Nullification as I would like to craft those for Requiem Armor at some point, and my three story-granted sigils of control gave me nothing but motes.

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