Sigils affixes need rework

Hi,

If few of them are ok in high tier NM dungeons, most of them are just not usable. Either they deal too much damage or they are not visible or they make fights boring or even unplayable…

It’s even worse in groups as some affixes are fine for some Class/Builds but not for the other ones. So in groups, the restriction of sigils is even more limited.

For exemple, some class/build can become unstoppable at will so playing with “Frost Enchantment” isn’t a problem for them but for other ones is a No_Go. Same goes for “Suppressor” which is ok for melee builds but not for ranged builds etc…

Some Affixes like “40% reduced melee dmg”, “60% reduced crit dmg” etc… are fine in lower tiers but become very annoying in hier tiers… who wants spending ages just demobing trash?

Here is the list of all the affixes I salvage when going for solo high tier NM DJ:

  1. Floating Rock: Too much dmg & makes fights complicated.

  2. Thunder Strikes: Boring as running under the dome slows down the runs.

  3. Exploding Blood Blisters: Too much dmg. It costs 1 potion/explosion if not dealt with and sometimes there are 2 blisters poping somewhere around, durint figths.

  4. Moving Shadows: Make fights complicated and difficult to see them coming when surrounded by tens of mobs.

  5. Deadly Pulses: Too much dmg making fights in large packs difficult to handle. Also difficult to anticipate them, especially in groups.

  6. Fire Pulses: Too much dmg and difficult to see them in large packs.

  7. Ressources Burn: Makes fights unplayable.

  8. Frost Enchantment: Makes fights unplayable as we can get frozen in loop until death, by ranged mobs.

  9. As a melee rogue, I also salvage “40% reduced melee dmg” and “60% reduced crit dmg”.

On paper, Sigils is a good idea but in practice, not at all. I have to waste a lot of powder in order to get proper sigils for running high tier DJ.

From 40 to 100, can you divide sigils every 5 levels as it’s the case below 40? Actually, I run NM DJ just around 70 but either I get 60, 62 tiers or 78, 79 tiers sigils… not saying all the sigils I salvage d/t bad affixes.

With the rework of sigils affixes, could you make fights more readible?

For example, I run a trap melee build. On top of everything poping up under the feet of my rogue, I drop a black trap and a green one on the floor. So sometimes in the middle of a pack, it’s difficult to see if I get damages from a mob trap or from mobs, themselves. Poison traps are nasty because their DOT starts with low damages and increase rapidly. Running from a trap is fine but running away because we’re not sure, not so much.

Last thing, is it possible to reduce the height of the (water?) wall that some mobs cast? As it’s difficult to see what’s going on behind that wall, it’s difficult to take the right decision. A height like the stone wall’s one they cast, would be great.

Thanks for D4 & see you in Hell(tide).

D.

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Had similar thoughts yesterday. Especially frost enhanced making certain mobs (melee) instantly freeze you with one auto attack. This should be hotfixed faster than dungeon density but it’s clear what are blizzards priorities.

Resource burn in a game where resource is as scarce as it is? When I accidentally open a NM dungeon with this affix, my Druid can’t use abilities for 95% of the time.

The chasing shadow is BS - but not only as an affix but also as a mob ability - ‘Grave’s smoke’ is used by some bandits, and if it actually worked the same was a Grave’s smoke bomb, it would be actually fun (one affix that screws ranged more than melee)

Thunder dome would be fine if moving into the dome would immediately trigger the lightning so you can proceed. So instead “stay here for ~4 seconds” it would be “you get 4 second to get into position or die”

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Well… Pick your fights carefully. It’s not needed to run all the sigils. Might use fine tuning but i don’t think every class needs to run everything similarly viable.