I would like to initiate a discussion and share my thoughts as well as those of the community I am part of in the following post:
1. Sigil of the Fiend: (…) preventing the player from losing other sigils that they have in effect. - It protects all other equipped sigils from being destroyed/dropped on death. If you have that one equipped, it is the only one destroyed, you keep all other sigils equipped.
We had a heated discussion about this one and how it may affect PvP. I would love to hear what the rest of you think about it. Essentially, you will have to farm all vaults once and then only maintain this one sigil.
2. Sigil of the Drowned: (…) boosting their ability to carry while injured.
I personally quite like the concept of this sigil. Being overencumbered can still result to death in PvP but at least you have a chance to escape if you are not quick enough to drop some stuff after looting.
3. Sigil of the Demon: (…) allowing to run further without rest.
101 foundations with a sigil vs 64 foundations without a sigil. Decrease stamina consumption through sprinting by 40%
We feel that 40% is extremely high value, especially in PvP. Considering that 2.3. is adding also armor pieces that reduce the stamina drain/increase regen while sprinting, we would consider reduction of 20% more than reasonable (equivalent to about 10 grit).
4. Sigil of the Bat: (…) boosting their ability to jump when sprinting.
Not sure how useful this sigil would be but I have not found a way to abuse it due to the momentum required for it to be used. It doesn’t seem to affect the double jump either, so I suppose it is fine as it is.
5. Sigil of the Harpy: (…) giving them the ability to cling tenaciously to walls when they should have fallen.
I have some serious concerns about this sigil from PvP perspective. When you run out of stamina while climbing, you fall. With this sigil, you can continue climbing but it starts draining your hp instead. So you can eat a feast and keep climbing. In combination with the wanderlust effect, I already see it being abused. EDIT: Sated is not cancelled by the hp drain.
6. Sigil of the Gremlin : (…) boosting their capacity to recover resources. - +1 harvesting power, further affected by the harvest rate.
Nice little boost, nothing major.
7. Sigil of the Twice-Drowned: (…) allowing them to make occasional attacks without stamina cost. 20% chance for stamina free attack.
Nice little boost, nothing major.
8. Sigil of the Wolfmen: (…) providing them health for every enemy killed. Heal 20 HP for every kill.
Considering that you only get the HP on the actual kill, it shouldn’t be an issue. I’ve always wanted some sort of vampiric effect
9. Sigil of the Serpent: (…) boosting the ability to remove poison from their blood.
This sigil was not working for me at the time of testing, I will have to re-test.
It removes 2 stacks of poison every 2 seconds or so with 0 survival. I would suggest nerfing this sigil to remove 2 stacks of poison every 5 seconds instead (the normal poison duration is 10s if not re-applied). This would allow for 5 ticks of poison before the poison is removed unless cleared with a cleansing item/antidote.
10. Sigil of the Outsider: (…) scouring corruption from their soul. Very minor corruption removal, ticks every 20 seconds
The corruption removal can use a slight boost in my opinion.
11. Sigil of the Goblin: (…) boosting their hardiness.
It provides some damage reduction but I don’t have sufficient testing on this to form an opinion about it.
12. Sigil of the Snakemen: (…) boosting the thickness of their blood.
Reduces bleed de-buff timer (from 20 to 3 seconds at 0 survival).
We consider a reduction of 20 to 3 seconds unballanced. We would suggest starting with reduction of 20s to 10s and adjusting from there.
13. Sigil of the Wolf-brothers: (…) boosting their ability to coax more out of their mounts.
It affects the stamina usage while riding, however I don’t have sufficient testing in order to form an opinion on it yet.
14. Sigil of Jhil’s Brood: (…) boosting their ability to survive long falls.
This sigil doesn’t seem to work or I am doing something wrong. I see no difference between the damage I take with or without.