Discuss: Should Sigils be Nerfed/Eliminated?

With the (perhaps optimistic) prospect of a series of patches coming through for DG, it seems appropriate to start coalescing as a community on what we'd like to see changed.  I am happy to see another Balance Thread has appeared and I hope people contribute to it.


I'd like this thread to only concentrate on Sigils, which have an enormous impact on gameplay in Demigod.  Please post your arguments for keeping Sigils as they are, or changing them.  I recommend responding using one of the following options:

A.  Leave Sigils alone. (8)

B.  Eliminate Sigils. (5)

C.  Nerf Sigils (but don't eliminate). (13)

D.  Buff Sigils. (2)

(Current vote tally is highlighted:  as of 6-12-10, 7:30am EST)

You can simply leave your answer, or provide a reason.


Personally, my answer is B.  I'd rather see Demigod without Sigils anymore.  Players lean on them so heavily, they've become a mid/late-game necessity.  The vast majority of players are carrying around Ports, Locks, and Sigils from level 7 on, which is certainly cutting down on the "actual" consumable item variability.  I also (and this is purely IMO stuff here) find the idea of an insta-health boost in the middle of a battle a little distasteful, and contrary to the overall strategic flavor of DG. 

If this thread is active, I'll start tallying people's responses to the issue and post the results (a poor man's poll) here.

48,084 views 84 replies
Reply #2 Top

I disagree it is a great part of the game.  Everyone can use it, so why complain.  You are at the shop and you have a choice 2 tps and a sig or a piece of armor.  It is just another element that I think is fun.

 

The End.

Reply #3 Top

Game is already fun in it's current format.  I'd be worried about breaking it.  Make new items. maps and demigods instead  B)

So that means - A

 

Reply #4 Top

Lol, choice my ass. Everyone carries those things. It causes people to be able to do STUPID shit. If you're gunna keep it, give it a cast time. Then I won't complain. 

Otherwise, it's stupid. When EVERYONE carries something, it's lame. Like Cap Locks, for example. Scrolls, I can understand.

Reply #5 Top

D.  Give the same benefit with mana as well.

Reply #6 Top

A.  Leave alone.  Plenty of other aspects would be better off adjusting imo (more usable items, etc)

Reply #7 Top

I don't think Sigils affect the gameplay nearly as much as capture locks.  Granted the richer (i.e. winning) team will have more frequent access to them.  But they do not intrinsically favor the winning players more or one demigod over another.

 

Reply #8 Top

If they had SOME way of being stopped, other then Stuns/Silence, I wouldn't mind them. If a person isn't stunned or Silenced, they can sigil instantly. Priests heal them more and so on.

Sigils kill a lot of the skill involved if you can just hit a button and suddenly have 50% more hp+a preist heal for a TON.

I'd be happy with a .5 cast time. Hard to interrupt, but more importantly, you have to stop to use it.

Reply #9 Top

Personally, my answer is B. I'd rather see Demigod without Sigils anymore. Players lean on them so heavily, they've become a mid/late-game necessity. The vast majority of players are carrying around Ports, Locks, and Sigils from level 7 on, which is certainly cutting down on the "actual" consumable item variability. I also (and this is purely IMO stuff here) find the idea of an insta-health boost in the middle of a battle a little distasteful, and contrary to the overall strategic flavor of DG.

Side note - I believe what you are seeking could be accomplished with a mod.  Not sure what the real effort would be to code such a thing would be though. 

Reply #10 Top

Personally, I'd rather have it removed because it has become such an overused item (For good reason). As inspired by the Favor mod though, I'd love to see a unlocking key for the locked flags.

Reply #11 Top

Quoting Boxxy_Koush, reply 10
I'd love to see a unlocking key for the locked flags.
I couldn't agree more.

I kinda like that idea better then making the UG unlock them. I can see UGs being used (I use them CONSTANTLY) a LOT if sigils get removed, that's just make em that much more important.

With the Lock Removals, you could have one person with locks, and another with removers. Add a bit more spice. 

Reply #12 Top

Not to mention Teseer finally having a counter against an oak shielding, locking and teleporting away.

Reply #13 Top

I've frozen my fair share of Oaks when they just get in and gotten the flag back in my day.

Reply #15 Top

Sigils just reward the characters who have the most health, who are already the best characters. 

I'd go with C, and nerf them to 35%

Say I'm a level 10 Rook, and I'm about to go down. I pop a sigil giving me around 3000 health (assuming 6000 max health).

Then I use dark crimson vial, healing me for 3000 more health (33% of 9000, my new maximum health). All of a sudden, I'm at maximum health again. I don't know about you, but that seems kind of cheap to me.

Reply #16 Top

Just give it a cast time. The whole issue with them for me is they are instant. You couldn't wait till the last second anymore and they are interruptable. Give others a chance to stop them. 

I mean..I think it's lame as fuck that over vent its like "Ok, he hasn't sigiled yet. Ok, he's sigiled"

Reply #17 Top

Rework them:

30% for 40 seconds, rather than 50% for 20 seconds.

30% doesn't let you go crazy aggressive with sigils. However, they last 2 more monk-heals before going out, which is big, and it lets you fight much longer, just not as suicidal. 

Reply #18 Top

Quoting OMG_BlackHatHedgehog, reply 17
Rework them:

30% for 40 seconds, rather than 50% for 20 seconds.

30% doesn't let you go crazy aggressive with sigils. However, they last 2 more monk-heals before going out, which is big, and it lets you fight much longer, just not as suicidal. 


i approve this idea

Reply #19 Top

Quoting OMG_Teseer, reply 16
Just give it a cast time. The whole issue with them for me is they are instant. You couldn't wait till the last second anymore and they are interruptable. Give others a chance to stop them. 

I mean..I think it's lame as fuck that over vent its like "Ok, he hasn't sigiled yet. Ok, he's sigiled"

 

Sigils should atleast have a 1second cast time.  

Reply #21 Top

I suspect that, just like the HoL nerf, if they ever nerf Sigils/BotF a majority of the people playing Demigod will play terribad for quite a while.

Reply #22 Top

Most good players don't actually spam sigils... waste of money. /use/ them, yes. Use them several times over the course of the game, sure. But spam? No, I don't think so. 

Reply #23 Top

The problem with the sigil is that all builds that are based on hp have a huge advantage, because the demigod with the most hp gets the most HP out of the sigil. On top of that we have the HP flag. Different builds that are based on attackspeed, damage, speed, etc. always fall short because of this. And demigods that focus more on mana items than hp are for this reason so much weaker. I go with either B or C.

Reply #24 Top

C. They need just a castime.

 

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HS

 

A thread "Small features, big improvement" be good (i'm not fluent, so i prefer pass). Me, i like to be able to teleport with an Universal gadget (and improve his use on late game), AND be able to teleport on a Totem of revelation (Hudge improvement of gameplay).

Revamp Restauration scroll (any effects on your army and your demigod are removed, price : 200) & Hex scroll (30%=>70%, a good way to escape) be good, too.

Have a max of 5 instead of 3 Consumable is possible. Or add Scroll of Teleport and Capture Lock on Artifacts shop.

 

 

Reply #25 Top

I don't like the cast time idea one bit.  The only reasonable suggestion on here is Hedgie's.  (except 40% for 30 seconds would be better, what ganks last 40 seconds? :S

But TBH, I agree more with Pacov.  There are other things that they could do better by introducing e.g. new favor items (interrupt favor item), new consumables (skeleton key to unlock flags) and new items (glove that increases attack range of ranged characters).