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what are the disadvantage of changing rune and sigils that grant endurance to grant vigor ?


DragonFury.6243

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Will make corruption stronger. Will make any enhancement style effects stronger.

Will likely weaken builds only in matchups vs boonstrip because afaik perma vigor is not meta on any class. (Except prot holo?)

Indirectly buffs vigor traited specs, such as condi mirage https://wiki.guildwars2.com/wiki/Nomad%27s_Endurance, Sd thief, maybe holo (I don't play the class). Buffs boonbeast by giving them a seed boon to bounce to their pet and back.

Also a buff on any class which specs boon duration.

All in all, probably won't majorly affect the meta. Biggest buff probably boonbeast, biggest nerf is probably s/f fresh air ele.

Boonbeast is already the best 1v1 spec and fresh air ele will still be niche pick viable against specific teamcomps.

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The biggest change is that quite a few builds already have somewhat high vigor uptime. A change like this could actually reduce the amount of endurance available in total. In addition, it significantly delays when they would receive that bonus; not only is it over time, but it's after their normal vigor ticks.

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@Exedore.6320 said:The biggest change is that quite a few builds already have somewhat high vigor uptime. A change like this could actually reduce the amount of endurance available in total. In addition, it significantly delays when they would receive that bonus; not only is it over time, but it's after their normal vigor ticks.

that is the idea

@Solori.6025 said:I don't think it would help, and would probably be better if all endurance regen runes and sigils were removed.

we dont have many sigils and rune to start removing some

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@DragonFury.6243 said:

@Exedore.6320 said:The biggest change is that quite a few builds already have somewhat high vigor uptime. A change like this could actually reduce the amount of endurance available in total. In addition, it significantly delays when they would receive that bonus; not only is it over time, but it's after their normal vigor ticks.

that is the idea

@Solori.6025 said:I don't think it would help, and would probably be better if all endurance regen runes and sigils were removed.

we dont have many sigils and rune to start removing some

If they have the potential to cause balancing issues across the board. For the health of the mode. They should be removed. We don't have many runes and sigils true, but if your goal is to have a better balance, then this would be an easier cost effective way to do it.Unless for some reason you don't think they cause any balancing issues?

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@Solori.6025 said:

@Exedore.6320 said:The biggest change is that quite a few builds already have somewhat high vigor uptime. A change like this could actually reduce the amount of endurance available in total. In addition, it significantly delays when they would receive that bonus; not only is it over time, but it's after their normal vigor ticks.

that is the idea

@Solori.6025 said:I don't think it would help, and would probably be better if all endurance regen runes and sigils were removed.

we dont have many sigils and rune to start removing some

If they have the potential to cause balancing issues across the board. For the health of the mode. They should be removed. We don't have many runes and sigils true, but if your goal is to have a better balance, then this would be an easier cost effective way to do it.Unless for some reason you don't think they cause any balancing issues?

no they are causing some balancing issues but removing any thing should be the final solution

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@DragonFury.6243 said:

@Exedore.6320 said:The biggest change is that quite a few builds already have somewhat high vigor uptime. A change like this could actually reduce the amount of endurance available in total. In addition, it significantly delays when they would receive that bonus; not only is it over time, but it's after their normal vigor ticks.

that is the idea

@Solori.6025 said:I don't think it would help, and would probably be better if all endurance regen runes and sigils were removed.

we dont have many sigils and rune to start removing some

If they have the potential to cause balancing issues across the board. For the health of the mode. They should be removed. We don't have many runes and sigils true, but if your goal is to have a better balance, then this would be an easier cost effective way to do it.Unless for some reason you don't think they cause any balancing issues?

no they are causing some balancing issues but removing any thing should be the final solution

Tell that to all the amulets Arena Net removed from PvP

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