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  1. #1
    The Lightbringer Karizee's Avatar
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    Runes, Sigils and Balance Updates

    https://www.guildwars2.com/en/news/r...lance-updates/


    Runes, Sigils, and Balance Updates


    Yesterday we introduced you to some of the upcoming changes to the traits system. Those changes, while exciting, are just one part of the balance updates bundled into the April 2014 Feature Pack! Today we’re going to talk about some big changes to runes and sigils, as well as some general balance improvements.




    Runes as a Set

    As we reviewed the balance of runes in Guild Wars 2, our goal was to make sure that each rune set has a clear purpose and a reason to be used as part of a build and feels like it really contributes to your build.

    One of our main considerations with this balance pass was encouraging players to use one whole rune set, rather than mixing and matching one or two from several different sets. All the runes’ set bonuses will be updated to shift the payoff towards the four, five, and six-piece bonuses. Stats will be appropriately increased with each rune used. This increases the statistical reward for sticking with a whole set.

    We know that some builds rely on mixing and matching different runes to optimize a given stat, and we don’t want to stop players from doing that. Rather than limiting build diversity, we simply want the PvE rune system to be as clear and approachable as possible for new players, so we’re making it easier to understand the benefits of sticking with a single rune set.


    Rune Functionality

    We are updating a lot of runes to have a specific focus, such as adding a particular boon or condition or catering to a supporting or offensive role. In fact, you’ll find that the way we’ve reimagined certain runes will take away some of the need to mix and match sets; we’ve updated rune sets to fill some of the niches that were currently unfilled.

    We’re also improving player experience with runes that rely on a “proc,” a specific occurrence that has a chance of happening when certain conditions are met.

    For example, the current six-rune bonus for the Rune of the Nightmare provides a 5% chance to cause fear when hit. That 5% chance is hard to rely on in PvP and WvW, so we felt it needed updating. We’re drastically increasing the proc rates on all the bonuses; the six-rune bonus proc for superior rune sets will have a 50% likelihood, making the bonus much more reliable and interesting for use in all kinds of combat.




    Runes in PvP

    One of the big changes being made to runes in PvP is the removal of splits between the PvE and PvP versions of a rune set. Because we went through and rebalanced rune sets to bring them to about the same level of power and usefulness, a divide between PvE and PvP rune sets is no longer necessary.

    As mentioned earlier, one of our goals is to encourage players to stick with a single rune that best supports their build. Since the feature pack will move the weighted bonuses to the higher parts of each rune set, we feel that having a player choose six different runes was an unnecessary complication of the build-making process.

    In order to make it simpler to understand for new players and easier to switch between builds, runes in PvP will now be a single slot you equip. Equipping a single rune will be the equivalent of equipping it to your whole armor set and it will provide your character with the same bonuses that you’d formerly receive with a full six-piece superior rune set.

    Now that we’ve covered runes, it’s time to discuss sigils. In this section, we’ll talk about some changes to sigil balance, functionality updates, and some of the ways we’re making sigils a better player experience.


    Sigils: Fewer Hidden Rules

    We’re removing a lot of the hidden rules that the sigil system currently employs. First off: all sigil recharges will be separate. You’ll be able to use a Sigil of Energy on-swap and still have your Sigil of Fire activate on critical hit! Likewise, your Sigil of Fire and Sigil of Air will have separate recharges. However, Sigils of the same type will still not work with one another. For example: A character with two Sigils of Blood (minor, major, or superior) who activates one will set both sigils on recharge. We added a warning of this new functionality onto the sigil descriptions.



    On-Kill sigils (those sigils which trigger when you kill something) have received an update as well. The functionality of each sigil has changed so that killing a player is worth five stacks of a sigil in any game mode, while killing a monster only grants one stack. This type of sigil will have more strict rules applied on them, so that a player will no longer be able to gain 25 stacks and then un-equip the sigil.


    Two Sigils on Two-Handed Weapons

    In the new update, two-handed weapons will be gaining the ability to equip multiple sigils. The UI has been updated and you’ll be able to place sigils in each slot accordingly. Note that the top sigil is the one that affects the name of the weapon.


    Balance and More Viable Sigils

    With this feature build, we’ve made quite a few balance changes to sigils. Compare the Sigils of Ice and Fire in the current system: Fire is pretty much always better because it can hit five targets for almost the exact same damage, on the exact same recharge. With the coming update, both sigils will have a 50% chance to activate. The Sigil of Air will drop to just a three-second recharge while Fire will remain at a five-second recharge with slightly reduced damage. Changes like this will make more sigils viable options and open up the playing field for you to find what suits your build best.

    Some sigils have received a more extensive update than just number tweaks. An example of this would be the Sigil of Conjuring, which functioned the exact same way as the Sigil of Sanctuary. Conjuring has been renamed to Sigil of Celerity, and instead of granting invulnerability at 25 stacks, it will grant quickness for five seconds when you reach that 25th stack. The Sigil of Sanctuary, which had extremely limited usability, has been renamed and re-worked, becoming the Sigil of Benevolence. This new sigil will grant bonus healing to other allies similar to how the elementalist’s new trait, Aquatic Benevolence, will function.


    On-Hit Sigils

    With this update, we’re altering a few of our attack-based sigils to be used in a builds that aren’t heavily reliant on critical hits. With this, we’re changing a few of the more defensive sigils – namely the Sigils of Ice, Purity, Frailty, and Water – to grant their bonus when you hit an opponent, rather than when you score a critical hit. With these changes, characters who aren’t geared towards critical hit builds will have a bit more access to attack-activated control, survival, damage, and support.



    And finally, what balance blog post would be complete without a preview of upcoming balance changes? Let’s talk about what each profession can expect from the April 2014 Feature Pack updates:

    Elementalist
    We want to give the elementalist a bit more survivability and support when going skirmishing with enemies, both in PvE and PvP. Elementalists with a dagger in their main hand will gain an extra evasion on their Burning Speed as well as a blast finisher on their Frozen Burst. For PvP players, we’re removing the PvP skill splits that were implemented for both Signet of Restoration and the Cleansing Water grandmaster trait.

    Engineer
    The focus for engineer in this update is to increase their build diversity, allowing for a few more power-oriented styles and increased team support. Engineers will find that there have been quite a few bug fixes for their turrets, as well as new trait functionality to help support your team with them. A few skills like the A.E.D. are having their cast time reduced in order to make them easier to execute in battle.

    Guardian
    We’re bringing in a few quality-of-life adjustments for the guardian, giving them a few more options for support but also allowing for different damage options and self-sustainment. You won’t see a huge amount of balance changes to the guardian at this time, as they are generally still in a good spot. With that being said, their new grandmaster traits will explore new boundaries as they make use of the strongest player-activated burning condition in Guild Wars 2.



    Warrior
    The focus for of the warrior for this feature pack is going to be to slightly lower overall regeneration while allowing for a little more counter-play in PvP and introducing some interesting grandmaster trait choices. For this update, Healing Signet will be reduced by 8%, Pin Down will be moving from a ¼ second cast time to a ¾ second cast time, and a few other bugs will be fixed which were allowing more advantage than expected on the battlefield.

    Necromancer
    Quite a few changes are being made to the necromancer. With this update, we continue our focus on survivability and attrition. Dhuumfire is being unified for PvE and PvP and moved to Life Blast instead of requiring the necro to critically hit an enemy. The Death Magic line has been reworked and restructured slightly so that minions are no longer a required element of that trait line. We’re moving some traits around and making room for Armored Shroud, which grants bonus toughness while in Death Shroud, and Soul Comprehension, which increases the base life-force gain from surrounding deaths.

    Ranger
    Multiple pet AI quality-of-life changes and bug fixes are being made for the ranger. For example, commanding your pet to use a skill or attack an enemy will now occur instantaneously and will break the creature out of its current action. The skill activated by Keen Edge is now considered a Survival skill and will benefit from other traits that impact this skill type.

    Thief
    In addition to a few bug fixes and slightly toning down the poison duration of Choking Gas, thieves will be looking at a few new survival and support options via traits. Sharpen your blades, pack your pistol powder tight, and fletch your arrows: Invigorating Precision is coming your way, which will heal you for a percentage of your outgoing damage on critical hits.



    Mesmer
    In the April 2014 Feature Pack, we’re focusing on giving the mesmer a few more options for applied conditions and support/survivability. Clones and phantasms will receive some updates and bug fixes, including the repair of the Illusionary Warden. Along with a few other bug fixes, the mesmer will benefit greatly from the changes to sigils, especially now that they can equip two sigils to their greatsword or staff. We’re also quite excited about a few new mesmer traits that are becoming available, such as Maim the Disillusioned, which has a great name.

    The Feature Pack approaches, Tyrians! We hope you’ll enjoy the many changes and updates to these runes and sigils. Be on the lookout for more information in the coming weeks.

    Happy hunting!

    - Roy Cronacher and Karl McLain
    Last edited by Karizee; 2014-03-21 at 04:28 PM.
    Morpheus: Do you believe that my being stronger or faster has anything to do with my muscles in this place? Do you think that's air you're breathing now?

  2. #2
    I like the Sigil changes

  3. #3
    I like the sigil changes but the rune changes seem kinda isolating.

    Really like the mix-n-match style of runes currently. But I think a better solution to confusion with runes would be to make the bonuses more compact. Such that 2s, 4s and 6s were the break points players could choose with an overall stacking bonus per.
    Last edited by Fencers; 2014-03-21 at 04:36 PM.

  4. #4
    Isolating runes in PvP seems like a bad call. You are stuck with a 6 piece bonus forever. No mixing. However WvW and PvE can still mix? The hypocrisy...

    Also these "feature" changes just seem like things that should of been at launch. The sigil changes especially.
    Pokemon FC: 4425-2708-3610

  5. #5
    Quote Originally Posted by zito View Post
    However WvW and PvE can still mix? The hypocrisy...
    That is like not hypocritical?

    The PVP and PVE game modes are separate. You can't even enter one without leaving the other. If they were concurrent and obeyed the same set of game rules flatly than you may have a stronger argument.

  6. #6
    Additional sigil for my GS? Yes, please :3

    Can someone compare this balance info with leaked balance changes?

    I don't like that they don't give us concrete info about mesmers

    Is this dragon Claw of Jormag? Looks like it but smaller.

  7. #7
    Can someone compare this balance info with leaked balance changes?
    Leaked balance info is fake

    I don't like that they don't give us concrete info about mesmers
    They don't like to give concrete info about anything. They keep restating everything over and over again and call it a "new" preview every time. The crit change article had everything they already stated in the past with the exception of buffing celestial.
    Is this dragon Claw of Jormag? Looks like it but smaller.
    It's called perspective.
    That is like not hypocritical?
    They keep reducing the line between PvP and PvE such as reverting skill changes, the sigils and runes but then they make the gap wider with pointless restrictions. So yes hypocritical.
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  8. #8
    Bloodsail Admiral Rhywolver's Avatar
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    Quote Originally Posted by Roudene View Post
    Is this dragon Claw of Jormag? Looks like it but smaller.
    Must be the new Sigil of Dragon shrinking...
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  9. #9
    Quote Originally Posted by zito View Post
    Leaked balance info is fake

    We'll see after release :P

    It's called perspective.

    Must be bad then xD They look like they were standing pretty close to each other
    I made it this way, less time consuming.

  10. #10
    Quote Originally Posted by Roudene View Post
    I made it this way, less time consuming.
    Whenever something "leaked" Anet has always said "everything is subject to change so don't believe everything" but this recently they called it out directly as fake and should not be listened to. It is fake. Get. Over. It. You want definite proof? There are no new skills being added. Traits only. Leaked notes had no new grandmaster traits and some new elites which are fake.

    Secondly it's called perspective.

    the art of drawing solid objects on a two-dimensional surface so as to give the right impression of their height, width, depth, and position in relation to each other when viewed from a particular point.
    They look standing close to each other because its perspective.
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  11. #11
    Quote Originally Posted by zito View Post
    They keep reducing the line between PvP and PvE such as reverting skill changes, the sigils and runes but then they make the gap wider with pointless restrictions. So yes hypocritical.
    What are you talking about?

    There is no line reducing. The PVE game mode and PVP game modes are 100% separate.

    Those modes would have to be in tandem to reduce such a "line". Changing a skill or any other mechanic does not blend or blur the game modes unless we were just PVPing in Queensdale one day or running the latest LS mini dungeon in WvW.

    It's literally not possible in the game as of now.

  12. #12
    Quote Originally Posted by zito View Post
    They look standing close to each other because its perspective.
    Nah. Even in perspective, he wouldn't be so small. They probably upgraded that 'screenshot'. Just end it here. I won't convience you and you won't convience me ;p

  13. #13
    Quote Originally Posted by Roudene View Post
    Nah. Even in perspective, he wouldn't be so small. They probably upgraded that 'screenshot'. Just end it here. I won't convience you and you won't convience me ;p
    Yes he would be because its perspective. That is what perspective does. You can see the same thing happening in the first picture. The human female looks smaller then the asrua. Don't be purposely dense for no reason.
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  14. #14
    So... I'm comparing dulffy summary and leaked balance post. Now tell me that it's fully fake...

    Too bad that swiftness on activating chaos armor isn't on dulffy list ;< But it might still be in live patch.
    Last edited by Roudene; 2014-03-21 at 09:47 PM.

  15. #15
    Quote Originally Posted by Roudene View Post
    So... I'm comparing dulffy summary and leaked balance post. Now tell me that it's fully fake...
    Shhh, next you're going to tell them Santa isn't real...
    In most cases, I understand the other side's viewpoint and how they came to it, but cannot tolerate their stubbornness to not see mine (the right one).

  16. #16
    Quote Originally Posted by Roudene View Post
    So... I'm comparing dulffy summary and leaked balance post. Now tell me that it's fully fake...
    You mean the leak notes that were made after Anet posted previews of some of the things? They are fake and they threw in the previews to make it seem real.

    Get over yourself.
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  17. #17
    I am Murloc! Thelxi's Avatar
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    Can't wait for the mesmer staff clone bug fix FINALLY after only a year. Apparently clone attacks will finally bounce and will even get an extra bounce when traited. Hopefully staff will finally be as cool as trident is. Torment on shatter is also pretty cool. Pretty excited for potentially viable staff condition builds.

    Im pretty sad about the crit changes though, it's going to take months of dailies and monthlies to get enough laurels again to replace all my celestial jewelry and my mesmer needs at least 2 new ascended weapon$ now.

  18. #18
    I guess that even if all of these leaked changes passed through to live you'd still claim that they're fake.

  19. #19
    Quote Originally Posted by Thelxi View Post
    Can't wait for the mesmer staff clone bug fix FINALLY after only a year. Apparently clone attacks will finally bounce and will even get an extra bounce when traited. Hopefully staff will finally be as cool as trident is. Torment on shatter is also pretty cool. Pretty excited for potentially viable staff condition builds.

    Im pretty sad about the crit changes though, it's going to take months of dailies and monthlies to get enough laurels again to replace all my celestial jewelry and my mesmer needs at least 2 new ascended weapon$ now.
    According to these calculations, someone in full Celestial will be getting an effective power increase of 1.82% for sets with a two-handed weapon, and an increase of 1.62% for dual-wielders.

  20. #20

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