Superior Sigil of the Night — Guild Wars 2 Forums

Superior Sigil of the Night

Elementalist Owner.7802Elementalist Owner.7802 Member ✭✭✭
edited December 29, 2018 in WvW

Superior Sigil of the Night

This 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.

Comments

  • Illconceived Was Na.9781Illconceived Was Na.9781 Member ✭✭✭✭
    edited 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.

    "Face the facts. Then act on them. It's ...the only doctrine I have to offer you, & it's harder than you'd think, because I swear humans seem hardwired to do anything but. Face the facts. Don't pray, don't wish, ...FACE THE FACTS. THEN act." — Quellcrist Falconer

  • But I currently have two staves for my elementalist so I can swap to sigil of night when my Ascalon staff lights up...

    Server: Sorrow's Furnace
    Guilds: [DOA] Descendants Of Ascalon, [LOOT] Legendary Order Of Thieves
    Characters: Black Hooded S\D Thief, Celestial Herald & Power Reaper

  • not a big deal

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  • Justine.6351Justine.6351 Member ✭✭✭✭

    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.

    Anet buff me :-(
    Make me good at game!

  • 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.

  • syszery.1592syszery.1592 Member ✭✭✭

    @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:

  • Bigpapasmurf.5623Bigpapasmurf.5623 Member ✭✭✭✭
    edited 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.

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  • @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"

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

    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.

  • Elementalist Owner.7802Elementalist Owner.7802 Member ✭✭✭
    edited 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?

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

    @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.

  • LaGranse.8652LaGranse.8652 Member ✭✭✭

    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.

  • @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.

  • Night + Force is pretty nice on a backstab deadeye.

  • syszery.1592syszery.1592 Member ✭✭✭

    @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.

  • Fat Disgrace.4275Fat Disgrace.4275 Member ✭✭✭✭

    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

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @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 strong

    Nighttime gives new meaning to ‘hidden killer’

  • Fish.2769Fish.2769 Member ✭✭

    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.

  • lodjur.1284lodjur.1284 Member ✭✭✭

    @Elementalist Owner.7802 said:
    Superior Sigil of the Night

    This 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

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