Elementalist Owner.7802 Posted December 29, 2018 Share Posted December 29, 2018 Superior Sigil of the NightThis is going to sound like a petty issue (and it might be) because I don't think many guilds run this sigil, and the effect isn't very noticeable while playing in the way that other PvE-based mechanics are (such as mushroom tonics, environmental weapons, etc, which have all been removed from WvW), but Superior Sigil of the Night provides a 10% outgoing damage increase during the night, and only 3% during the day. This effect can, of course, be stacked with Superior Sigil of Force, which provides a static 5% outgoing damage increase.In a PvP game mode such as WvW, something as arbitrary as the day-and-night cycle should not provide combat benefits, no matter how insignificant (and I would argue that an extra 7% outgoing damage increase is far from insignificant). I think this sigil should be split in WvW to have a consistent effect that isn't dependent on the day-and-night cycle. Link to comment Share on other sites More sharing options...
Illconceived Was Na.9781 Posted December 29, 2018 Share Posted December 29, 2018 The current mechanic is inconsistent with other decisions they've made for WvW. If it's easy for them to do, I don't have a problem with them adjusting it if it's easy for them to do so. Link to comment Share on other sites More sharing options...
Dagger.2035 Posted December 29, 2018 Share Posted December 29, 2018 But I currently have two staves for my elementalist so I can swap to sigil of night when my Ascalon staff lights up... Link to comment Share on other sites More sharing options...
hunkamania.7561 Posted December 29, 2018 Share Posted December 29, 2018 not a big deal Link to comment Share on other sites More sharing options...
Justine.6351 Posted December 29, 2018 Share Posted December 29, 2018 I don't have a problem with people gear swapping in a sigil of night during the night hours as it takes some amount of effort. However, the 3/7 split makes it so you don't even have to gear swap which kind of makes it BiS paired with sigil of force. Solution? Unsplit it and return it to 10% night only. Link to comment Share on other sites More sharing options...
Lonecap.4105 Posted December 29, 2018 Share Posted December 29, 2018 Nonsense, it's fine as it is. 10% damage is literally nothing, plus you lose a sigil slot you could have used for something more useful. Link to comment Share on other sites More sharing options...
syszery.1592 Posted December 29, 2018 Share Posted December 29, 2018 @ProverbsofHell.2307 said:Nonsense, it's fine as it is. 10% damage is literally nothing, plus you lose a sigil slot you could have used for something more useful. Sure... +10% flat damage is nothing :trollface: Link to comment Share on other sites More sharing options...
Bigpapasmurf.5623 Posted December 29, 2018 Share Posted December 29, 2018 Day/Night cycles OP...plz nrf.Imo i wish anet made more aspects of the game (skins, runes, sigils...etc) run on a unique element such as the day/night cycle. Pretty cool concept.inb4 I also dont run the sigil(s) in question either. Link to comment Share on other sites More sharing options...
Elementalist Owner.7802 Posted December 29, 2018 Author Share Posted December 29, 2018 @"ProverbsofHell.2307" said:Nonsense, it's fine as it is. 10% damage is literally nothing, plus you lose a sigil slot you could have used for something more useful. "10% damage is literally nothing"https://i.gifer.com/JEsL.gif Link to comment Share on other sites More sharing options...
Hesacon.8735 Posted December 29, 2018 Share Posted December 29, 2018 Very few serious players run sigil of force, let alone sigil of the night. On paper it sounds good to have the damage boost, but there are at least a dozen better options in most cases. You'll know it's a problem if everyone switches to it, but very few actually use it. Link to comment Share on other sites More sharing options...
Elementalist Owner.7802 Posted December 29, 2018 Author Share Posted December 29, 2018 @Hesacon.8735 said:Very few serious players run sigil of force, let alone sigil of the night.This is simply not true, and I'm wondering where you're getting this information from since you seem so confident. Are you just guessing? Link to comment Share on other sites More sharing options...
Hesacon.8735 Posted December 29, 2018 Share Posted December 29, 2018 @Elementalist Owner.7802 said:@Hesacon.8735 said:Very few serious players run sigil of force, let alone sigil of the night.This is simply not true, and I'm wondering where you're getting this information from since you seem so confident. Are you just guessing?I've played multiple classes in multiple guilds for zerging and multiple classes solo roaming. Sigil of force/night don't show up when making builds. Wvw is about spike damage or support and force/night are straight DPS. Link to comment Share on other sites More sharing options...
LaGranse.8652 Posted December 29, 2018 Share Posted December 29, 2018 From a roaming perspective the 5-10% extra damage is less damage increase than sigil of air/fire. It's not like the enemy will facetank all your hits as mobs do in PvE.As for zerg fights if you get hit by the enemy bomb you're dead even if they did not have 10% more damage. Link to comment Share on other sites More sharing options...
Lonecap.4105 Posted December 30, 2018 Share Posted December 30, 2018 @syszery.1592 said:@ProverbsofHell.2307 said:Nonsense, it's fine as it is. 10% damage is literally nothing, plus you lose a sigil slot you could have used for something more useful. Sure... +10% flat damage is nothing :trollface: It's 10%... hardly OP. Link to comment Share on other sites More sharing options...
Shadowcat.2680 Posted December 30, 2018 Share Posted December 30, 2018 Night + Force is pretty nice on a backstab deadeye. Link to comment Share on other sites More sharing options...
syszery.1592 Posted December 31, 2018 Share Posted December 31, 2018 @ProverbsofHell.2307 said:@syszery.1592 said:@ProverbsofHell.2307 said:Nonsense, it's fine as it is. 10% damage is literally nothing, plus you lose a sigil slot you could have used for something more useful. Sure... +10% flat damage is nothing :trollface: It's 10%... hardly OP. I didn't say it would be OP, just that 10% is 10%. Because for example:@Shadowcat.2680 said:Night + Force is pretty nice on a backstab deadeye. Link to comment Share on other sites More sharing options...
Fat Disgrace.4275 Posted December 31, 2018 Share Posted December 31, 2018 I run both force and nighr sigils on my s/d thief to make up for the AA nerf a few months ago. Sometimes though having 15% dmg at night does feel a bit strong Link to comment Share on other sites More sharing options...
Strider Pj.2193 Posted December 31, 2018 Share Posted December 31, 2018 @Fat Disgrace.4275 said:I run both force and nighr sigils on my s/d thief to make up for the AA nerf a few months ago. Sometimes though having 15% dmg at night does feel a bit strongNighttime gives new meaning to ‘hidden killer’ Link to comment Share on other sites More sharing options...
Fish.2769 Posted January 1, 2019 Share Posted January 1, 2019 People used to run the Sigil of the Night back when the changed the Obsidian Sanctum to have a 'dueling/GvG' area because it's always night time in the OS. (If you never knew).But outside that, it's never really been a massive deal in WvW. Sure a bit more damage can be handy but 10% isn't going to make or break any fight in WvW to be honest. Link to comment Share on other sites More sharing options...
lodjur.1284 Posted January 1, 2019 Share Posted January 1, 2019 @"Elementalist Owner.7802" said:Superior Sigil of the NightThis is going to sound like a petty issue (and it might be) because I don't think many guilds run this sigil, and the effect isn't very noticeable while playing in the way that other PvE-based mechanics are (such as mushroom tonics, environmental weapons, etc, which have all been removed from WvW), but Superior Sigil of the Night provides a 10% outgoing damage increase during the night, and only 3% during the day. This effect can, of course, be stacked with Superior Sigil of Force, which provides a static 5% outgoing damage increase.In a PvP game mode such as WvW, something as arbitrary as the day-and-night cycle should not provide combat benefits, no matter how insignificant (and I would argue that an extra 7% outgoing damage increase is far from insignificant). I think this sigil should be split in WvW to have a consistent effect that isn't dependent on the day-and-night cycle.Very minor issue but ye agreed no reason to have weird things like day/night impact fighting Link to comment Share on other sites More sharing options...
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