About Symbols of Hope's active effect

Hi there! o/

I’ve loved Symbols of Hope since I started playing LE, and I loved the rework it received a couple of cycles ago.

However, I feel like there is a crucial flaw in its active effect:

When activating SoH, the player receives ward and less damage taken. This is supposed to make SoH into a skill that you activate when in danger in order to receive a large defensive boost.

The problem is that, for a couple of seconds after activating SoH, the player doesn’t benefit from the passive defensive aspects of SoH. This means no health regen, no endurance threshold / block, etc.

As a result, SoH’s active effect, which is supposed to give a burst of survivability, ends up taking away a lot of survivability.

I feel like a possible solution to that issue would be to have SoH’s defensive effects remain active during SoH’s active effect (for the number of Symbols that were active before activation - if the player had 4 Symbols, the lingering effect would be the passive defensive effects of 4 Symbols), while the offensive effects would still be removed instantly.

Side note: Since the offensive effects would still be removed, maybe another way to incentivize active use of SoH could be to increase the passive defensive effects of SoH during its active effect by a percentage?

Thanks for reading! ^^

I’m not sure that’s the intention of the ACTIVE version of the skill.

Back before full launch before a lot of new stuff was added and rebalancing was done, and way before the Sigils revamp, people were tinkering around with the OFFENSIVE nodes in Sigils using the ACTIVE aspect.

I think the ACTIVE versions’ boost of ward and less damage taken is to give a little defensiveness when you trade off defenses for the offensive power of the lower right side of the tree.

FYI: I could totally be wrong. It’s possible you lose TOO much defense if you wanted to use the more offensive version but if there isn’t a trade off the PASSIVE version often used might become TOO good for an already super strong ‘mainly’ defensive skill.

Nah, I don’t think you’re totally wrong ^^ I’ve never used the Divine Flare stuff, so I didn’t think of it when writing this post to be honest (though there are other offensive benefits in the top left of the tree too).

But maybe you’re right. I still feel like it would be odd to design such a fundamental aspect of a skill around a relatively small part of its tree, but since we don’t know what the devs intended exactly with the defensive buffs granted by the active effect, I guess all we can do is speculate ^^

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