I will also poste this in the Nodes feedback thread, but I think it deserves it’s own as it’s not strictly a new node but rather a design discussion.
I think Sigils of Hope upkeep should be a bit more straightforward/less clunky to mantain for builds that only need them for the passive effects.
I understand there’s a balance to find because Sigils can provide a respectable amount of damage and sustain, as well as enabling builds that use Divine Flare, but for the sake of this discussion we’ll focus first on Sigils as buffs.
At the moment, the most reliable way to use Sigils involves the 1 point Node “Last Wish” that gives a 6% chance to gain a sigils on Kill. This is great for echoes but is almost useless on mob, even with adds. 6% is actually so low that even in low density echoes you might have to manually cast Sigils.
There are several ways I think to balance sigils to keep the power level but reduce clunkyness.
- New Passive Node (after Last Wish:) increased proc chance on kill, add proc chance ON HIT, but as a downside you can no longer summon sigils : using the skill only refreshes the duration of any existing sigil. This would prevent divine flare from casting as you no longer gains sigil.
- New Passive Node: Using Sigils of Hope refreshes the duration of all existing Sigils, with a downside on damage or sustain buff. Being able to refresh would be a net buff, requiring maybe a nerf to compensate (if they need to keep the power level as is).
- New passive nodes: when casting sigils of Hope, gain all sigils, but sigils’ duration is reduced.
I don’t know if it’s just a personal grievance, but while I enjoy paladin I feel like there is too much power into passive effects like Holy Aura, healing hands is still W.I.P., with judgement the only actual paladin skill that’s really usable. I’d like for a bit more interactivity with the few skills he has, or QoL change if they want to keep them just a passive buffs that you have to maintain.