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Lets talk about Superior Sigil of Bloodlust


Evil.1580

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When talking about a weapon set it makes sense that the weapons you carry actively are your weapon set. So if you have a greatsword and longbow equipped, that's your weapon set. So switching between them is not changing weapon set.

 

And think about it, it's part of the core system to swap weapons (except elementalist of course) and so these sigils only make sense if they can be used across weapon swapping. It takes what, 25 kills before the bonus is stacked up? So it's useless if you swap weapons regularly because you won't get the bonus very far in many cases. Also the point of weapon swapping includes the fact that you have some powerful skills with longer CDs but by swapping you have another set with more powerful skills available while the other weapon is on cooldown. So it would seem to me that weapon swapping also can increase DPS by having more powerful skills available more often. This effect is lost when you first have to do 25 kills in a zone to get the bonus stacked up and then stay on the other weapon to have the added effect of the bonus on the other weapon. There is a trade off in there. Not sure how big it is, but there is a trade off in that.

 

I'm not saying it's all perfectly balanced but I am saying that it might not be as imbalanced as you suggest.

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> @"LaGranse.8652" said:

> > @"bOTEB.1573" said:

> > Yes, the functionality of each sigil is different but you are mistaking this functionality and the 6 categories of the sigils with their overall common mechanic.

> > **_Namely, taken from Upgrade component article:_**

>

> You have to realize that the GW2 wiki is not run by ArenaNet but by the fanbase. The descriptions of sigils you quote from the wiki is how the part of the community who has worked on said article has decided to describe them. In this case the functionality of sigils described on the wiki does not match the real functionality of said sigil.

>

> If you do not believe me go to the [GW2 Wiki mainpage](https://wiki.guildwars2.com/wiki/Main_Page "GW2 Wiki mainpage") and read the first row of text which happen to also be written in a large font.

 

We have already discussed this. And we need a confirmation about someone from ANet that it is either wrong info in the wiki or not working as intended. Just because you think the info there isn't the right info doesn't mean it is not the right info and the sigil should be changed. Again, its current functionality brings unfair advantage and should be fixed to bring balance in this aspect.

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> @"Gehenna.3625" said:

> When talking about a weapon set it makes sense that the weapons you carry actively are your weapon set. So if you have a greatsword and longbow equipped, that's your weapon set. So switching between them is not changing weapon set.

>

> And think about it, it's part of the core system to swap weapons (except elementalist of course) and so these sigils only make sense if they can be used across weapon swapping. It takes what, 25 kills before the bonus is stacked up? So it's useless if you swap weapons regularly because you won't get the bonus very far in many cases. Also the point of weapon swapping includes the fact that you have some powerful skills with longer CDs but by swapping you have another set with more powerful skills available while the other weapon is on cooldown. So it would seem to me that weapon swapping also can increase DPS by having more powerful skills available more often. This effect is lost when you first have to do 25 kills in a zone to get the bonus stacked up and then stay on the other weapon to have the added effect of the bonus on the other weapon. There is a trade off in there. Not sure how big it is, but there is a trade off in that.

>

> I'm not saying it's all perfectly balanced but I am saying that it might not be as imbalanced as you suggest.

 

Weapon swap:

"Weapon swap is the mechanic of switching between the two equipped weapon sets (default key: ~ UK: `). This ability is unlocked when your character reaches level 10 for all professions except engineers or elementalists, who may only equip a single weapon set. It is automatically unlocked at all levels in structured PvP."

Weapon sets are either 1 (ele example) or 2(mesmer example). So the information you are suggesting is not true.

The bonus should affect the weapon set where the sigil is, not the weapon set where the sigil isn't. You won't lose the bonus when you are using the set where the sigil is and you may not lose the stacks when switching to different weapon sets, but these different weapon sets should never get the bonus from the stacks. It is simple as that.

 

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> @"bOTEB.1573" said:

> We have already discussed this. And we need a confirmation about someone from ANet that it is either wrong info in the wiki or not working as intended. Just because you think the info there isn't the right info doesn't mean it is not the right info and the sigil should be changed. Again, its current functionality brings unfair advantage and should be fixed to bring balance in this aspect.

 

The wiki is "incorrect" since the wiki is trying to describe the game and not wise versa. The topic of this thread is "lets talk about superior sigil of bloodlust" and I must say the general opinion I can see from most people is that they do not think it gives an unfair advantage.

 

As for why I put quotation marks around the wiki being incorrect, as a wiki trying to describe a general area, in this case sigils in general, it is difficult to give a simple description that still incorporates all small quirks. It is often best to then give a simple description that applies to the majority of sigils instead, which I think is what happened in this case.

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> @"bOTEB.1573" said:

 

>

> We have already discussed this. And we need a confirmation about someone from ANet that it is either wrong info in the wiki or not working as intended. Just because you think the info there isn't the right info doesn't mean it is not the right info and the sigil should be changed. Again, its current functionality brings unfair advantage and should be fixed to bring balance in this aspect.

 

actually it appears that ***you*** need Anet to confirm it.

 

It doesn't seem like the majority of people in this thread need it. They are quite comfortable both with how the sigil is working and the description being correct for the purposes of the game.

 

Have you:

- posted a question in the Wiki

- Sent an email to Anet

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> @"bOTEB.1573" said:

> > @"LaGranse.8652" said:

> > > @"bOTEB.1573" said:

> > > Yes, the functionality of each sigil is different but you are mistaking this functionality and the 6 categories of the sigils with their overall common mechanic.

> > > **_Namely, taken from Upgrade component article:_**

> >

> > You have to realize that the GW2 wiki is not run by ArenaNet but by the fanbase. The descriptions of sigils you quote from the wiki is how the part of the community who has worked on said article has decided to describe them. In this case the functionality of sigils described on the wiki does not match the real functionality of said sigil.

> >

> > If you do not believe me go to the [GW2 Wiki mainpage](https://wiki.guildwars2.com/wiki/Main_Page "GW2 Wiki mainpage") and read the first row of text which happen to also be written in a large font.

>

> We have already discussed this. And we need a confirmation about someone from ANet that it is either wrong info in the wiki or not working as intended. Just because you think the info there isn't the right info doesn't mean it is not the right info and the sigil should be changed. Again, its current functionality brings unfair advantage and should be fixed to bring balance in this aspect.

 

You know, it would make more sense to argue for either weapon swap or more sigil slots for ele/engi. Nerfing something into irrelevance because some classes can use it better than others is a really bad way to balance anything.

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> @"bOTEB.1573" said:

> > @"DeadlySynz.3471" said:

> > You also have to account for other advantages like the weapon swap effects when swapping attunements (like ele has 4). When I played my ele, I used this to my advantage quite heavily. This has a much larger and more profound effect and advantage than swapping weapons to keep stacks. The biggest difference being, you never lose your ability to swap attunements taking advantages of these effects; whereas the second your downed, you lose your stacks. People like me will down you from taking advantage of the attunement swapping effects from weapon swap sigils.

> >

> > To bring forward a topic means you also have to bring forward comparable instances. The way weapon swap sigils are treated in regards to attuments and kits are much more abusive than swapping weapons while keeping stacks. So if Anet decides they want to pull the trigger on something, they need to address swap sigils first.

>

> The on swap sigils should have 9 sec internal CD. Even if you change your attunments 1 million times for 9 sec, you should still get this effect once. The CD is not 4 sec or less so ONLY ele can maximize the sigil potential but it is 9 so it can be balanced compared to professions which don't have attunments - in similar way we need to balance the bloodlust sigil. If you believe the swap sigils aren't working as intended or if you think they should be change, you are free to report a bug or suggestion.

>

> > @"kamykaze.5904" said:

> > > @"bOTEB.1573" said:

> > > Holly kitten, it is written right here:

> > >

> > > "Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil.**"

> > > Source: https://wiki.guildwars2.com/wiki/Upgrade_component

> > >

> > > Anet, please FIX!!!

> > >

> > > P.S. kitten, I'm sooo good :)

> >

> > This sentence only says that the buff increases while wielding the weapon. So, if you're not wielding the slotted weapon, it won't increase further. But it says nowhere, that the buff should get lost on weapon swap.

> > The wiki entry for the sigil states that the buff gets lost by the downed state and on a map change.

> > [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

> >

> > According to the wiki, it sounds like it works like intended.

>

> You are reading the specific sigil of bloodlust page and all there is true. But you are completely ignoring the general mechanics of the sigils and upgradable component, which I have pointed several times in the thread and also you can find in my OP. As a sigil, the bloodlust one, should not be an exception and considering it gives an unbalanced advantage to professions which can have multiple sigils on their weapon sets, causing all weapon sets to benefit from such sigil type. I gave several times example with the sigil of force - it does not give its bonus to the other set and sigil of bloodlust shouldn't be an exception.

 

I don't think i'm ignoring something here. The mechanic of the sigil of bloodlust is to stack a buff up to 25 stacks. If the weapon is not active, it won't stack further, but you won't lose any acquired stacks.

It may throw a class out of balance, but i don't think that's the problem of the sigil, but an overall class balance problem.

 

Oh, and the wiki may really be at false here.

[https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

The actual sigil page says: "Stacks are lost when the player is downed (as it says), or the player enters a new map."

That's what we can actually see happening in game, so that one can be considered true.

 

[https://wiki.guildwars2.com/wiki/Upgrade_component](https://wiki.guildwars2.com/wiki/Upgrade_component "https://wiki.guildwars2.com/wiki/Upgrade_component")

The upgrade component page says: "[...] and attribute bonuses which increase as the player kills more enemies without being downed or switching to a weapon set that lacks the sigil."

This one, i explained previously.

 

[https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

Here, only the first two things seem to be true, because that's what we encounter in game. ~~So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone who wrote the article.~~ (Unequip is not the same as swap! (my derp))

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> @"kamykaze.5904" said:

> [https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

> And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

> Here, only the first two things seem to be true, because that's what we encounter in game. So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone that wrote the article.

if you have only 1 weapon with the sigil and you unequip it, you lose the stacks. thats not an assumption. when you swap the weapon you dont unequip it.

 

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> @"kamykaze.5904" said:

> > @"bOTEB.1573" said:

> > > @"DeadlySynz.3471" said:

> > > You also have to account for other advantages like the weapon swap effects when swapping attunements (like ele has 4). When I played my ele, I used this to my advantage quite heavily. This has a much larger and more profound effect and advantage than swapping weapons to keep stacks. The biggest difference being, you never lose your ability to swap attunements taking advantages of these effects; whereas the second your downed, you lose your stacks. People like me will down you from taking advantage of the attunement swapping effects from weapon swap sigils.

> > >

> > > To bring forward a topic means you also have to bring forward comparable instances. The way weapon swap sigils are treated in regards to attuments and kits are much more abusive than swapping weapons while keeping stacks. So if Anet decides they want to pull the trigger on something, they need to address swap sigils first.

> >

> > The on swap sigils should have 9 sec internal CD. Even if you change your attunments 1 million times for 9 sec, you should still get this effect once. The CD is not 4 sec or less so ONLY ele can maximize the sigil potential but it is 9 so it can be balanced compared to professions which don't have attunments - in similar way we need to balance the bloodlust sigil. If you believe the swap sigils aren't working as intended or if you think they should be change, you are free to report a bug or suggestion.

> >

> > > @"kamykaze.5904" said:

> > > > @"bOTEB.1573" said:

> > > > Holly kitten, it is written right here:

> > > >

> > > > "Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil.**"

> > > > Source: https://wiki.guildwars2.com/wiki/Upgrade_component

> > > >

> > > > Anet, please FIX!!!

> > > >

> > > > P.S. kitten, I'm sooo good :)

> > >

> > > This sentence only says that the buff increases while wielding the weapon. So, if you're not wielding the slotted weapon, it won't increase further. But it says nowhere, that the buff should get lost on weapon swap.

> > > The wiki entry for the sigil states that the buff gets lost by the downed state and on a map change.

> > > [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

> > >

> > > According to the wiki, it sounds like it works like intended.

> >

> > You are reading the specific sigil of bloodlust page and all there is true. But you are completely ignoring the general mechanics of the sigils and upgradable component, which I have pointed several times in the thread and also you can find in my OP. As a sigil, the bloodlust one, should not be an exception and considering it gives an unbalanced advantage to professions which can have multiple sigils on their weapon sets, causing all weapon sets to benefit from such sigil type. I gave several times example with the sigil of force - it does not give its bonus to the other set and sigil of bloodlust shouldn't be an exception.

>

> I don't think i'm ignoring something here. The mechanic of the sigil of bloodlust is to stack a buff up to 25 stacks. If the weapon is not active, it won't stack further, but you won't lose any acquired stacks.

> It may throw a class out of balance, but i don't think that's the problem of the sigil, but an overall class balance problem.

>

> Oh, and the wiki may really be at false here.

> [https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust](https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust "https://wiki.guildwars2.com/wiki/Sigil_of_Bloodlust")

> The actual sigil page says: "Stacks are lost when the player is downed (as it says), or the player enters a new map."

> That's what we can actually see happening in game, so that one can be considered true.

>

> [https://wiki.guildwars2.com/wiki/Upgrade_component](https://wiki.guildwars2.com/wiki/Upgrade_component "https://wiki.guildwars2.com/wiki/Upgrade_component")

> The upgrade component page says: "[...] and attribute bonuses which increase as the player kills more enemies without being downed or switching to a weapon set that lacks the sigil."

> This one, i explained previously.

>

> [https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

> And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

> Here, only the first two things seem to be true, because that's what we encounter in game. So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone that wrote the article.

 

I have opened a ticket about it. Will post here once I got a response.

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> @"MUDse.7623" said:

> > @"kamykaze.5904" said:

> > [https://wiki.guildwars2.com/wiki/Sigil](https://wiki.guildwars2.com/wiki/Sigil "https://wiki.guildwars2.com/wiki/Sigil")

> > And the sigil page says under stacking bonus: "[...] The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon. [...]"

> > Here, only the first two things seem to be true, because that's what we encounter in game. So, where does the "or when you unequip the weapon" come from? Looks like an assumption from someone that wrote the article.

> if you have only 1 weapon with the sigil and you unequip it, you lose the stacks. thats not an assumption. when you swap the weapon you dont unequip it.

>

 

Ah, right my bad. Didn't read properly, thanks.

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> @"bOTEB.1573" said:

>

> Yes, the functionality of each sigil is different but you are mistaking this functionality and the 6 categories of the sigils with their overall common mechanic.

> **_Namely, taken from Upgrade component article:_**

> Sigils

> Primary article: Sigil

> Sigils can only be placed in weapons. Each one-hand weapon may have only one sigil. Two-handed weapons, as of the April 14 update, can have (2) separate sigils, but both must be different. (You cannot double or otherwise "improve" a sigil's benefit by another of the same type to the weapon(s) currently in use.) Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or switching to a weapon set that lacks the sigil.

> **_Or, taken from Sigil article:_**

> The bonus is lost when you are downed, when you travel to a different zone, or when you unequip the weapon.

> +

> A sigil affects all skills while the weapon set with the sigil is active (in the general notes of the article).

>

> As you can see this info is about sigils. I do agree that different categories of sigils may add info to this. However, in the bloodlust sigil case, we don't have added info about it affecting weapons and their skills when it is not in that weapon set. For example, it is added about the sigils on swap: "These sigils activate whenever you weapon swap during combat to a set that includes the sigil; this includes changing elementalist attunements, legend swap, entering death shroud, equipping/stowing engineer kits, as well as Engage/Disengage Photon Forge, or dropping a bundle. There is an internal cooldown of nine seconds."

>

>

> The problem is not only that it is written like that and works differently. The real problem, as my OP suggests, is that it is not balanced the way it is at the moment and provides an unfair advantage to professions which do have a weapon swap mechanic. It is like making the sigil of cleansing with 3 sec cooldown - the ele will squeeze more from it, while some of the professions will use half or even less of its potential, are you ok with that?

>

 

There is no inconsistency in the way sigils apply their benefits. Each sigil can only apply its benefit when the sigil is in an active weapon. In the case of Bloodlust and similar stat stacking sigils, that is also true. Their benefit is to _add_ a stack of a stat. That the stacks persist as they do is a by-product of the way this happens, not a direct effect. The direct effect, _adding a stack_, can only happen when the weapon is active.

 

As to fairness or balance, I don't accept that we can look at singular aspects of complex build systems and attempt to balance them piecemeal. Elementalists and Engineers do not have weapon swap. They instead have (or in the case of Engineer have the option to have) multiple skill bars with completely different slot 1-5 skills. Potentially, they can have complex rotations in which they never have to wait for cooldowns to run their course, which is not always the case with professions restricted to 2 weapon sets. Other factors include armor weight, base health, and differences in trait effectiveness. Build choices are based on the concept of opportunity costs. One opportunity cost which provides some balance to professions which can have more 1-5 skill bars than the other professions is the loss of 2 sigil slots.

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> @"bOTEB.1573" said:

> > @"Blocki.4931" said:

> > That's not an exploit...

> >

> > And yes, having more weapon skills IS the trade off for that. Besides, this is such a minor issue because it's only relevant in PvE anyway.

>

> There is no trade off for that.

> **LOL @ minor issue and PVE only relevant. **

> Have you heard of the current ranger WvW, sniping around? Plus, I am playing WvW power shatter Mesmer and I shred everything with this!!!

> It is + 250 power if you can't do the math.

 

News flash, the bloodlust stack is not what's making power shatter powerful.

Ele and Engi do not need to weapon swap.

If you want the bloodlust stack, then you have to sacrifice a sigil slot for it.

That's what they are balanced around.

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The only class on which the stacking sigils have no down side is thief since they rarely weapon swap in combat due to how initiative works.

There really is no way to change any of them without making them useless; if they only grant their stacked attributes while using the weapon set with sigil then sigils of force, severance, air, and some others are just better.

Besides there are sigils/runes/food that are far more broken than any of the stacking sigils and no one is raising voices about them

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> @"foste.3098" said:

> The only class on which the stacking sigils have no down side is thief since they rarely weapon swap in combat due to how initiative works.

> There really is no way to change any of them without making them useless; if they only grant their stacked attributes while using the weapon set with sigil then sigils of force, severance, air, and some others are just better.

> Besides there are sigils/runes/food that are far more broken than any of the stacking sigils and no one is raising voices about them

 

Any profession can use any food and runes and 100% benefit from them. I am not sure how could the point of the thread miss you?

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> @"bOTEB.1573" said:

> Any profession can use any food and runes and 100% benefit from them. I am not sure how could the point of the thread miss you?

 

Everything is not equal for everyone, that's just some illusion people have.

 

Any profession can use runes and 100% benefit from them:

Counterargument: No, all professions do not have equal opportunities in all areas.

Rune example: [superior Rune of the Trapper](https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper "Superior Rune of the Trapper")

If your profession does not have access to traps you will clearly not get any benefit from the 4 and 6 rune bonuses.

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> @"Offair.2563" said:

> As a pewpew ranger i'd take sigil of air/force over bloodlust, no need to stack it up or lose it upon dying.

 

The problem is that you can have all 3 of them, affecting the same weapon and its skills.

You will have sigil of air + sigil of force + 250 power

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> @"Strider Pj.2193" said:

> You do realize even the wiki says you lose the stacks when you unequip. Weapon swapping doesn't 'unequip'. You have the ability to 'equip' (not use) two weapons at once.

 

1. It says switching weapons.

"Sigils can only be placed in weapons. Each one-hand weapon may have only one sigil. Two-handed weapons, as of the April 14 update, can have (2) separate sigils, but both must be different. (You cannot double or otherwise "improve" a sigil's benefit by another of the same type to the weapon(s) currently in use.) Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil**."

2. To answer your next comment:

Weapon swap:

"**Weapon swap is the mechanic of switching between the two equipped weapon sets** (default key: ~ UK: `). This ability is unlocked when your character reaches level 10 for all professions except engineers or elementalists, who may only equip a single weapon set. It is automatically unlocked at all levels in structured PvP."

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> @"sephiroth.4217" said:

> why is it every time someone dies, there's an outcry to nerf something irrelevant?

 

Actually, if you read the thread you would see that I was playing mesmer with this sigil and decided to "cry" about it because it makes some profession too overpowered, compared to some that can't benefit from the bonus of 3 sigils at the same time in their 1 weapon set. Then I tried scourge and thief - giving all of them insane boost too.

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> @"bOTEB.1573" said:

> > @"sephiroth.4217" said:

> > why is it every time someone dies, there's an outcry to nerf something irrelevant?

>

> Actually, if you read the thread you would see that I was playing mesmer with this sigil and decided to "cry" about it because it makes some profession too overpowered, compared to some that can't benefit from the bonus of 3 sigils at the same time in their 1 weapon set. Then I tried scourge and thief - giving all of them insane boost too.

 

I'm a Tempest main, I read the flimsy arguments that were made on my behalf... We have attunements which offer just as good sigils such as cleansing and intelligence, we can benefit from those procs without switching weapon too so it goes both ways for that argument.

 

250 power is a lot of damage during vanilla days, but now days you can get more with a signet or a random trait... Then you dodge and gain 18 stacks of might from some random source.. So pale in comparison...

 

Yea, Bloodlust is irrelevant and being used as a scapegoat atm.

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> @"bOTEB.1573" said:

> > @"sephiroth.4217" said:

> > why is it every time someone dies, there's an outcry to nerf something irrelevant?

>

> Actually, if you read the thread you would see that I was playing mesmer with this sigil and decided to "cry" about it because it makes some profession too overpowered, compared to some that can't benefit from the bonus of 3 sigils at the same time in their 1 weapon set. Then I tried scourge and thief - giving all of them insane boost too.

 

and due to initative thief doesnt profit as much from weapon swaps, therfore we also remove all on swap sigils right?

yes not everyone profits the same from every sigil food etc. but why do they have to?

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> @"bOTEB.1573" said:

> > @"Strider Pj.2193" said:

> > You do realize even the wiki says you lose the stacks when you unequip. Weapon swapping doesn't 'unequip'. You have the ability to 'equip' (not use) two weapons at once.

>

> 1. It says switching weapons.

> "Sigils can only be placed in weapons. Each one-hand weapon may have only one sigil. Two-handed weapons, as of the April 14 update, can have (2) separate sigils, but both must be different. (You cannot double or otherwise "improve" a sigil's benefit by another of the same type to the weapon(s) currently in use.) Sigils have a variety of effects, such as attacks which trigger on critical hits, and attribute bonuses which increase as the player kills more enemies without being downed or **switching to a weapon set that lacks the sigil**."

 

Pretty sure that bolded part means switching to a weapon set without the sigil while killing an enemy, not switching weapons at all.

 

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