"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
Getting something at all times instead of only for meeting certain conditions is pretty good. Most of them only see use in dungeons anyway, but the 3% boost is too low to use it anywhere else. The changes never intended to make everything equal though, just a little bit of love for the 5 people that use them.
Pls just permaban me by now so I can stop going back here
@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.
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
@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.
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
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
18k and 19k vault from stealth, target hanging over your head unremovable, huge hits from death's judgement with little to no counterplay. Boosting sigils proc just makes the skills even more overpowered. Need a rework of multipliers given the mess wvw is, but that might involve too much work.
As for the new stealth traps and marked, we'll see them used for a couple weeks then they will go back in the box of 'little to never used tricks in wvw'.
The huge overhaul to rune sets will take some getting used to and until it settles down I have no strong opinion either way as to whether overall good change. certainly spiced things up a bit.
@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.
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!)
Thanks for the positive feedback. To be honest, the notes were a bit of a trial this time, because formatting tables is not at all easy. However, I think they came out right, and as a player I really appreciate that "that was then, this is now" presentation, too. Credit to @Irenio CalmonHuang.2048 and the Systems Team for offering that level of detail!
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
@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.
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!)
Thanks for the positive feedback. To be honest, the notes were a bit of a trial this time, because formatting tables is not at all easy. However, I think they came out right, and as a player I really appreciate that "that was then, this is now" presentation, too. Credit to @Irenio CalmonHuang.2048 and the Systems Team for offering that level of detail!
The extra work is def appreciated and immensely helpful on a change of this scale!
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
@Victory.2879 said:
18k and 19k vault from stealth, target hanging over your head unremovable, huge hits from death's judgement with little to no counterplay. Boosting sigils proc just makes the skills even more overpowered. Need a rework of multipliers given the mess wvw is, but that might involve too much work.
As for the new stealth traps and marked, we'll see them used for a couple weeks then they will go back in the box of 'little to never used tricks in wvw'.
The huge overhaul to rune sets will take some getting used to and until it settles down I have no strong opinion either way as to whether overall good change. certainly spiced things up a bit.
Why are you bringing this up? No damage was increased.
Pls just permaban me by now so I can stop going back here
Being more bold with the buff and nerfs to actually make a change would be nice. Or are you gonna treat sigils and runes like necro axe and after a year of X% buffs the trash one will be useable.
@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.
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!)
Thanks for the positive feedback. To be honest, the notes were a bit of a trial this time, because formatting tables is not at all easy. However, I think they came out right, and as a player I really appreciate that "that was then, this is now" presentation, too. Credit to @Irenio CalmonHuang.2048 and the Systems Team for offering that level of detail!
Much appreciated! Was very easy to read through the changes, so ty!
@Lolivia.3219 said:
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
I'd be interested in seeing which chrono's enjoy this change and which don't.
@Lolivia.3219 said:
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
You DO understand that sigils are supposed to represent minor enhancements right? 33% boon duration from a minor boost is overkill IMO.
I welcome the changes, big thanks to Anet. For a long time we were used to utilise a handful of runes/sigils while now they seem a lot more interesting to experiment and provide more options for sure.
Most stuff is more of the same, but less garbage and might actually offer options. You won't have to use this one set and only that, now there are more sets that offer very similar benefits. I like that.
I like the 30%/60% on hit/crit runes being changed to 100% (by the way they use 100% instead of simply "on crit" so that they can later easily fine tune numbers if they wanted to instead of having to rewrite that part).
I was positively surprised when I saw more 10% health increases. That stuff is always fun. Nerfs to %boon duration. Maybe we're just too used to it and have gotten really entitled, but does everything really need a 100% perfect up time? Probably not. It's a nerf, but it's not like that will make the game unplayable at all.
Rune sets of Baelfire and Balthazar giving 50% burn duration flat.. this could be fun to play with. Especially that conversion on Baelfire for 7% of your power to expertise.
We'll see how it turns out. I'm glad I bought almost all runes available some time ago
Pls just permaban me by now so I can stop going back here
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 :<
@Lolivia.3219 said:
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
i can give u a good reason.
$$$$$$$$$
Every balance change means a buff or nerf of a build.
Every buff or nerf means u have to build up an entire new charcter with an entire new equipment.
For veteran players like me it is not a broken leg.
For new players it means, u have to spent Gold.
For the employee it means their is a possibility for gold exchange for rl money to gain the gold to use it up on the new needed equipment.
This is a hidden treatmeal we face now for some time.
I have mixed feelings. While the new rune structure looks much cleaner it seems also a lot more boring, as most runes have only one active effect now.
Not to mention that many changes here are a big downgrade when it comes to this. A +10 % health is nothing compared to what is lost on many runes. Not to mention an active effect would have been much more interesting than a flat health increase, which will probably have zero influence on actual combat.
But as mentioned the before after patch note made working through it quite easy, thanks for that.
Last I like the new effect of permanent companion on the runes, seems like fun.
@Lolivia.3219 said:
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
i can give u a good reason.
$$$$$$$$$
Every balance change means a buff or nerf of a build.
Every buff or nerf means u have to build up an entire new charcter with an entire new equipment.
For veteran players like me it is not a broken leg.
For new players it means, u have to spent Gold.
For the employee it means their is a possibility for gold exchange for rl money to gain the gold to use it up on the new needed equipment.
This is a hidden treatmeal we face now for some time.
Yes, having to spend 50 gold to restat your entire set really is the biggest and newest ploy to get you to bust out your credit card. Glad people like you have figured it out and educate the unwashed masses
Pls just permaban me by now so I can stop going back here
I dislike a lot of the changes. Most of the changes feel like remove conditional then add stat or Change to 100%
Flame Leigon, Fire and Baelfire runes are now very very similar. With the only difference being the 6th bonus with Flame Legion coming out on top due to +7% to burning foes.
Not enough classes has reliable access to fire aura to make it useful and I can't even remember what the other one was.
They also changed Altuism's on heal affects and I really want to know why. It allowed classes like FB, Rene, Scrapper, Ele real nice and easy access to Might + Fury for raid encounters (as Druid's have constant fury on pet). The closest we get now is a Rune that gives it as you enter combat, but that's a single application. The only classes out of those three can give constant fury is FB through its Elite Shout (I might be wrong) and Ele if it traits the Fury on aura.
A lot of the runes interesting (if useless) effects have just been gutted and given stats. Vamprism was really cool with all its life leech is now just a stat stick with a heal when you get too low. Where is the "Vampire" in "Vamprisim" if there is no actual stealing life? I assume that the name was based off the "Vampire" game mods in older shooters like Unreal tournament and Halo.
Infiltration is another one that I feel like has been changed to simplify for almost no reason. Change all the +% damage to just straight power, so now its a Pwr/Prec rune with vigor on stealth (I don't know why?) and 10% over 14% which now comes into direct confrontation with Eagle but the difference is that Eagle has Prec/Ferocity except gives more stats and doesn't give vigor on health. They are practically the same rune. Granted they didn't have big differences before but I don't see how "promoting diversity" = "making everything really simple"
There no other way then to say everything just got dumbed down. Anything that was interesting and different or followed a theme just got replaced for stats. I was excited to see that runes were being changed but I didn't think it would be like this. You change all these runes and I really wonder for what reason.
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
Carcharoth Lucian/Mini Chibii
Ruin of Surmia world
PvE : [CdL] Les Chasseurs De Légendes
WvW : [MIMs] Mobile Ingénieuse Et Marteau
@Lolivia.3219 said:
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
i can give u a good reason.
$$$$$$$$$
Every balance change means a buff or nerf of a build.
Every buff or nerf means u have to build up an entire new charcter with an entire new equipment.
For veteran players like me it is not a broken leg.
For new players it means, u have to spent Gold.
For the employee it means their is a possibility for gold exchange for rl money to gain the gold to use it up on the new needed equipment.
This is a hidden treatmeal we face now for some time.
Yes, having to spend 50 gold to restat your entire set really is the biggest and newest ploy to get you to bust out your credit card. Glad people like you have figured it out and educate the unwashed masses
50 Gold means 5h of farm. A rune change means i cant participitate in Raids as new player with my nerfed build. 5h means for a working person. i have less time on to play my favorite modes. Less time for the family. Less time for sports and so on.
@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!
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
here is the thing, and, this is obviously mostly about the sigil of concentration.
the goal was to add more variety, and more active gameplay.
how does this change promote that?
every support class that used it, will now lose 23% buff uptime, meaning, they will have to go full support gear, meaning, if you were good and "mastered" your class, and were able to use the sigil to you adventage, meaning you could take less concentration gear, you could also add some dps to the table.
now, it doesnt matter anymore. if you try REAALLY moderately hard, you can effortlessly squeeze out a solid 2000 dps, and thats it. there is no skill or speed requirement, no planning on when to swap or when to cast, no significant benefit from adding some dps. the difference between someone who mastered their class, and someone who is more at the casual level, is too small, and the limit has now been set to a beginners level with no variety and no point to progress from there further..
sorry but i dont see how that change, fits into the idea of achieving more active gameplay, it only forces braindead rotation, knowing that before this change, you were able to do much better
@Morte de Angelis.7986 said:
Infiltration is another one that I feel like has been changed to simplify for almost no reason. Change all the +% damage to just straight power, so now its a Pwr/Prec rune >with vigor on stealth (I don't know why?) and 10% over 14% which now comes into direct confrontation with Eagle but the difference is that Eagle has Prec/Ferocity >except gives more stats and doesn't give vigor on health. n't think it would be like this. You change all these runes and I really wonder for what reason.
lol, all I could think of when I saw the change to Infiltration was:
"Non-DE Players": ANET, stealth off of dodge is stupid broken. plz fix
"ANET": Hold my beer!
Seriously though, there was a lot of work put in to this, and while I don't know the ins or outs, I knew that before this patch there were only a handful of sigils and runes worth looking at, and now at least, I'm looking over all of them trying to figure out if they would be useful.
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.
@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:
Before I only had one or two valid options at runes and now I have dozens of options. I like the changes, except that damage modifiers in wvw were likely not adjusted.
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.
@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.
@Mithos.9023 said:
I have mixed feelings. While the new rune structure looks much cleaner it seems also a lot more boring, as most runes have only one active effect now.
Not to mention that many changes here are a big downgrade when it comes to this. A +10 % health is nothing compared to what is lost on many runes. Not to mention an active effect would have been much more interesting than a flat health increase, which will probably have zero influence on actual combat.
But as mentioned the before after patch note made working through it quite easy, thanks for that.
Last I like the new effect of permanent companion on the runes, seems like fun.
I agree with that, I feel there is a bit of "special" some of the upgrade components lost post update. Sometime, it's good to have special effects, it makes systems interesting, it gives players more possibilities to have a unique playstyle. Focusing on stats will make "min maxers" players happy, as they value efficiency more than anything. I for my part like "out of the box" builds, and those rely on varieties and possibilities. A sigil to summon on kill was unique
@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.
Overall, I am liking this change. I haven't gone over all the sigils and runes in the update post yet, just the ones I use. But that led me to discovering that one of the sigils I use was replaced with a version useless to my guardian. I dunno, was I the only one that liked Sigil of Demon Summoning? I liked having the ability to get an ally to help me in combat when I was out soloing. It was a small sacrifice to my overall performance, sure. But, to me, it was worth it when I could have something else to take the aggro.
While I do like the new Sigil of Demons, it's just completely useless to my guardian.
aside from that, is there even content that would make these changes to SIGILS (not saying anything about the runes, those changes are fine) usefull?
I mean, not even 99cm is -that- hard, that i would considder making an extra ascended weapon on all my characters, just to have sigil of serpent slaying instead of sigil of force.
meaning, sigil of force will still do 2% more dps than the other sigils that are species specific in 90% of all cases, and im not gonna carry around a different sigil for each different fractal....
so it would be open world..well, most of the time in open world, even more dps is the last thing you'll need on a random mob...
(let alone the amount of enemies that have no classified race, or the amount of sigils you would have to carry around just to swap constantly)
so that only leaves the % chance to do x-effect... well, instead of 60%, its now 100%, meaning its garantueed, you dont have to watch your boon anymore to see IF it procced, it will always procc on your first hit when going into combat.
again, how does this promote more active gameplay
@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
I like most changes and I'm looking forward to check some runes and sigils out.
On the other hand some things instantly look very strong for me.
Swiftness movespeed increased to 66% basically gives you perma superspeed amirite?
many interesting things. 20%heal to Barrier - gotta check out on which things this would block
5% max health on block - guards say helloooo.
Much more might generation, which can make interesting builds i guess.
Looking forward for the dc's to stop so i can start waisting money
Chronos are going to be perfectly fine. They'll just be forced into chaos even more than before. It's all other potential support options that got the ax, because they will now have to run full support gear and lose all the dps they had.
Not sure how i feel about the change to sigil of Water however - it's a healer spec sigil, and those usually do not have precision.
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.
Comments
"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
Getting something at all times instead of only for meeting certain conditions is pretty good. Most of them only see use in dungeons anyway, but the 3% boost is too low to use it anywhere else. The changes never intended to make everything equal though, just a little bit of love for the 5 people that use them.
Pls just permaban me by now so I can stop going back here
More damage boosts- just what we needed... /sarcasm.
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.
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
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
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
18k and 19k vault from stealth, target hanging over your head unremovable, huge hits from death's judgement with little to no counterplay. Boosting sigils proc just makes the skills even more overpowered. Need a rework of multipliers given the mess wvw is, but that might involve too much work.
As for the new stealth traps and marked, we'll see them used for a couple weeks then they will go back in the box of 'little to never used tricks in wvw'.
The huge overhaul to rune sets will take some getting used to and until it settles down I have no strong opinion either way as to whether overall good change. certainly spiced things up a bit.
Changes like this always create kneejerk reactions, you just gotta wait and let it settle before you judge
Thanks for the positive feedback. To be honest, the notes were a bit of a trial this time, because formatting tables is not at all easy. However, I think they came out right, and as a player I really appreciate that "that was then, this is now" presentation, too. Credit to @Irenio CalmonHuang.2048 and the Systems Team for offering that level of detail!
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
The extra work is def appreciated and immensely helpful on a change of this scale!
What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .
I don't like it cause it barely changes anything, how do those changes give more variety, when infact all the sigils are updated with the same general boost. "change 60% to 100%" sure, thats a huge buff in some cases, how does it give more active gameplay though? more like, 'just auto-attack cause it will always procc anyways.
Then on the other side of the spectrum, we have sigil of concentration, that change actually made pretty sure, as a chrono, you cant have as much partial dps gear anymore, you're only good for boons now.
everyone knows chrono isnt the easiest class, and the concentration sigil was a nice extra step, like, if you're still practicing chrono, just go full commanders/minstril to get used to it, once you get the hang of that, you add the weaponswapping and also dps next to that.
now its really the exact opposite of "variety" and instead of active gameplay, just stand about and spread boons, no worry about squeezing as much into the 7 second time window, its all good, doesnt matter.
I really dont understand why it would've seemed a good idea to take the enjoyment of that away from chrono's. I really don't, so please do explain the reasoning behind that, and not something like : it seemed mandatory on high-end... yeah..thats why the sigil itself was high-end..
Why are you bringing this up? No damage was increased.
Pls just permaban me by now so I can stop going back here
Being more bold with the buff and nerfs to actually make a change would be nice. Or are you gonna treat sigils and runes like necro axe and after a year of X% buffs the trash one will be useable.
Much appreciated! Was very easy to read through the changes, so ty!
And ty systems team! GJ!
https://en-forum.guildwars2.com/discussion/62658/alliance-design-that-stops-the-qq
https://en-forum.guildwars2.com/discussion/62555/putting-fun-back-into-designs-and-balancing
https://en-forum.guildwars2.com/discussion/9804/idea-wvw-only-movement-skills
I'd be interested in seeing which chrono's enjoy this change and which don't.
You DO understand that sigils are supposed to represent minor enhancements right? 33% boon duration from a minor boost is overkill IMO.
You just want to sell your fricking upgrade extractors.
I welcome the changes, big thanks to Anet. For a long time we were used to utilise a handful of runes/sigils while now they seem a lot more interesting to experiment and provide more options for sure.
So let's recap:
Most stuff is more of the same, but less garbage and might actually offer options. You won't have to use this one set and only that, now there are more sets that offer very similar benefits. I like that.
I like the 30%/60% on hit/crit runes being changed to 100% (by the way they use 100% instead of simply "on crit" so that they can later easily fine tune numbers if they wanted to instead of having to rewrite that part).
I was positively surprised when I saw more 10% health increases. That stuff is always fun. Nerfs to %boon duration. Maybe we're just too used to it and have gotten really entitled, but does everything really need a 100% perfect up time? Probably not. It's a nerf, but it's not like that will make the game unplayable at all.
Rune sets of Baelfire and Balthazar giving 50% burn duration flat.. this could be fun to play with. Especially that conversion on Baelfire for 7% of your power to expertise.
We'll see how it turns out. I'm glad I bought almost all runes available some time ago
Pls just permaban me by now so I can stop going back here
Chronos well deserved a nerf.
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 can give u a good reason.
$$$$$$$$$
Every balance change means a buff or nerf of a build.
Every buff or nerf means u have to build up an entire new charcter with an entire new equipment.
For veteran players like me it is not a broken leg.
For new players it means, u have to spent Gold.
For the employee it means their is a possibility for gold exchange for rl money to gain the gold to use it up on the new needed equipment.
This is a hidden treatmeal we face now for some time.
I have mixed feelings. While the new rune structure looks much cleaner it seems also a lot more boring, as most runes have only one active effect now.
Not to mention that many changes here are a big downgrade when it comes to this. A +10 % health is nothing compared to what is lost on many runes. Not to mention an active effect would have been much more interesting than a flat health increase, which will probably have zero influence on actual combat.
But as mentioned the before after patch note made working through it quite easy, thanks for that.
Last I like the new effect of permanent companion on the runes, seems like fun.
Yes, having to spend 50 gold to restat your entire set really is the biggest and newest ploy to get you to bust out your credit card. Glad people like you have figured it out and educate the unwashed masses
Pls just permaban me by now so I can stop going back here
I dislike a lot of the changes. Most of the changes feel like remove conditional then add stat or Change to 100%
Flame Leigon, Fire and Baelfire runes are now very very similar. With the only difference being the 6th bonus with Flame Legion coming out on top due to +7% to burning foes.
Not enough classes has reliable access to fire aura to make it useful and I can't even remember what the other one was.
They also changed Altuism's on heal affects and I really want to know why. It allowed classes like FB, Rene, Scrapper, Ele real nice and easy access to Might + Fury for raid encounters (as Druid's have constant fury on pet). The closest we get now is a Rune that gives it as you enter combat, but that's a single application. The only classes out of those three can give constant fury is FB through its Elite Shout (I might be wrong) and Ele if it traits the Fury on aura.
A lot of the runes interesting (if useless) effects have just been gutted and given stats. Vamprism was really cool with all its life leech is now just a stat stick with a heal when you get too low. Where is the "Vampire" in "Vamprisim" if there is no actual stealing life? I assume that the name was based off the "Vampire" game mods in older shooters like Unreal tournament and Halo.
Infiltration is another one that I feel like has been changed to simplify for almost no reason. Change all the +% damage to just straight power, so now its a Pwr/Prec rune with vigor on stealth (I don't know why?) and 10% over 14% which now comes into direct confrontation with Eagle but the difference is that Eagle has Prec/Ferocity except gives more stats and doesn't give vigor on health. They are practically the same rune. Granted they didn't have big differences before but I don't see how "promoting diversity" = "making everything really simple"
There no other way then to say everything just got dumbed down. Anything that was interesting and different or followed a theme just got replaced for stats. I was excited to see that runes were being changed but I didn't think it would be like this. You change all these runes and I really wonder for what reason.
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
Carcharoth Lucian/Mini Chibii
Ruin of Surmia world
PvE : [CdL] Les Chasseurs De Légendes
WvW : [MIMs] Mobile Ingénieuse Et Marteau
@Gaile Gray.6029
Hey again! I suggest we add Rune of the Lynx to PvE/WvW and change the condition damage part to ferocity everywhere. Thoughts?
So far I can see that a lot of the less popular runes and sigils have been nerfed heavily. Many of the upgrades I liked have become useless.
PvP? What's that? Never heard of it.
50 Gold means 5h of farm. A rune change means i cant participitate in Raids as new player with my nerfed build. 5h means for a working person. i have less time on to play my favorite modes. Less time for the family. Less time for sports and so on.
Or i spent rl money for the gold.
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!
Gaile Gray
Communications Manager: ArenaNet
Fansite & Guild Relations; In-Game Events; Community Showcase Live
Upon entering combat = if still in combat and cooldown is up, automatically applied again?
Fort Aspenwood
[ShW] Jekkies
here is the thing, and, this is obviously mostly about the sigil of concentration.
the goal was to add more variety, and more active gameplay.
how does this change promote that?
every support class that used it, will now lose 23% buff uptime, meaning, they will have to go full support gear, meaning, if you were good and "mastered" your class, and were able to use the sigil to you adventage, meaning you could take less concentration gear, you could also add some dps to the table.
now, it doesnt matter anymore. if you try REAALLY moderately hard, you can effortlessly squeeze out a solid 2000 dps, and thats it. there is no skill or speed requirement, no planning on when to swap or when to cast, no significant benefit from adding some dps. the difference between someone who mastered their class, and someone who is more at the casual level, is too small, and the limit has now been set to a beginners level with no variety and no point to progress from there further..
sorry but i dont see how that change, fits into the idea of achieving more active gameplay, it only forces braindead rotation, knowing that before this change, you were able to do much better
lol, all I could think of when I saw the change to Infiltration was:
"Non-DE Players": ANET, stealth off of dodge is stupid broken. plz fix
"ANET": Hold my beer!
Seriously though, there was a lot of work put in to this, and while I don't know the ins or outs, I knew that before this patch there were only a handful of sigils and runes worth looking at, and now at least, I'm looking over all of them trying to figure out if they would be useful.
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.
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.
Not for another 6 hours 15 minutes for me
Fort Aspenwood
[ShW] Jekkies
Oof. I'll see what I can do.
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.
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:
Before I only had one or two valid options at runes and now I have dozens of options. I like the changes, except that damage modifiers in wvw were likely not adjusted.
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.
Well, the permanent boons on melee was disgusting. And really the only answer were necros. I'm glad they got rid of that.
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.
I agree with that, I feel there is a bit of "special" some of the upgrade components lost post update. Sometime, it's good to have special effects, it makes systems interesting, it gives players more possibilities to have a unique playstyle. Focusing on stats will make "min maxers" players happy, as they value efficiency more than anything. I for my part like "out of the box" builds, and those rely on varieties and possibilities. A sigil to summon on kill was unique
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.
Overall, I am liking this change. I haven't gone over all the sigils and runes in the update post yet, just the ones I use. But that led me to discovering that one of the sigils I use was replaced with a version useless to my guardian. I dunno, was I the only one that liked Sigil of Demon Summoning? I liked having the ability to get an ally to help me in combat when I was out soloing. It was a small sacrifice to my overall performance, sure. But, to me, it was worth it when I could have something else to take the aggro.
While I do like the new Sigil of Demons, it's just completely useless to my guardian.
aside from that, is there even content that would make these changes to SIGILS (not saying anything about the runes, those changes are fine) usefull?
I mean, not even 99cm is -that- hard, that i would considder making an extra ascended weapon on all my characters, just to have sigil of serpent slaying instead of sigil of force.
meaning, sigil of force will still do 2% more dps than the other sigils that are species specific in 90% of all cases, and im not gonna carry around a different sigil for each different fractal....
so it would be open world..well, most of the time in open world, even more dps is the last thing you'll need on a random mob...
(let alone the amount of enemies that have no classified race, or the amount of sigils you would have to carry around just to swap constantly)
so that only leaves the % chance to do x-effect... well, instead of 60%, its now 100%, meaning its garantueed, you dont have to watch your boon anymore to see IF it procced, it will always procc on your first hit when going into combat.
again, how does this promote more active gameplay
Awww man ! I spent a while getting the tokens to kit my Renegade with nightmare runes ! Just a Week ago
I like most changes and I'm looking forward to check some runes and sigils out.
On the other hand some things instantly look very strong for me.
Swiftness movespeed increased to 66% basically gives you perma superspeed amirite?
many interesting things. 20%heal to Barrier - gotta check out on which things this would block
5% max health on block - guards say helloooo.
Much more might generation, which can make interesting builds i guess.
Looking forward for the dc's to stop so i can start waisting money
Mirage since Day 1 - It got better!
Chronos are going to be perfectly fine. They'll just be forced into chaos even more than before. It's all other potential support options that got the ax, because they will now have to run full support gear and lose all the dps they had.
Not sure how i feel about the change to sigil of Water however - it's a healer spec sigil, and those usually do not have precision.
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.