I am sure that Sigil timing will be addressed in the Faction changes being formulated.
The big problem with any Faction change is how to balance the needs of old-time Faction players (who are a dedicated group that deserve our respect and deserve a certain amount of being catered to) with newer Factions and potential new Factioners.
I thought Faction Artifacts would be a good idea. I was wrong.
All it really did was bring in non-Faction PvPers who joined Factions for the Artifacts and consumables, and used point exploits to get enough points to get the high-end items, and participated in Factions as little as PvP Pride would allow.
I had not anticipated point exploits. I thought, wrongly, that Faction Artifacts could be designed in such a way as to promote participation in Factions, not just joining it.
I also hadn't realized how over-powering the items would really be.
I mention Faction Artifacts for the following reasons: I've also long-supported lowering the sigil timer.
I still do.
But, are we wrong?
We could easily be.
I also liked, in theory, changes similar to the current set of Faction changes, but guess what? The changes have been greeted with an almost uniform negativity, both from old-time Factioners and the new PvP-oriented crowd, despite the fact that the changes were clearly oriented towards the latter group.
So it would seem I was wrong on that score too.
Factions are particularly susceptible to the unintended consequences problem. There are no easy answers. Hell, I'm not so sure there are answers at all, easy or not.
*sighs*
-Galen's player