ArenaNet:Skill feedback/Ranger/Lacerate

Klumpeet's Issue -- 11:01, 20 March 2008 (UTC)
Discussion
 * Issue
 * Provides 2 extra degen from bleeding and sometimes spreads it to other enemies. Very weak and not worth an elite slot, especially since there are fairly few ways of spreading bleeding and it is outdone by Ulcerous Lungs and Toxicity for poison.


 * Suggestion 1
 * Increase to 2...5...6 degen, decrease to 5 energy.


 * Suggestion 2
 * Change functionality:
 * "Elite Nature Ritual. Create a level 1...8...10 spirit. Whenever a creature within range would take more than 120...72...60 damage, that damage is negated and spread equally between all creatures within its range that have less than 90% Health. This spirit dies after 3...15...18 seconds."
 * I know this isn't very ranger-ish or similar to the previous function, but it still fits the name and could create some interesting circumstances in-game.

Suggested buff

 * Issue
 * As above. It might be worth taking in some builds (good synergy with Barbed Arrows or teammates with Barbed Spear, for example), but for the fact that it's an elite and it's just not worth that.


 * Suggestion
 * Giving the skill some conditions which are more under your control would, I feel, make this spirit more useful (sure, you can choose to bring lots of Bleeding, but it's a very common condition that other people are likely to have as well).
 * 10 2  15
 * Elite Nature Ritual. Create a level Spirit. Whenever a non-Spirit creature within its range suffers from Bleeding, it takes  damage. The creatures also have - armour against Slashing damage and suffer -3 Health degeneration while Bleeding. This Spirit dies after  seconds.
 * Having a 2 cast time would also make this the quickest spirit currently out there, which would mean that it would be very hard for your foes to take the spirit down and keep it down (with the short recharge you will be able to put it up again soon and easily). The armour penalty against slashing damage would also strengthen synergies with weapons such as swords (which cause Bleeding a lot and so already benefit from this skill), possibly helping to push them into the meta.

Chaos Messenger Issue

 * Issue
 * Wasting 21 seconds (casting, recharging, casting) and being vulnerable while casting (not to mention the spirit getting killed) to make foes suffer -5 degen if they happen to be below 90% health is BAD.


 * Suggestion
 * Thinking something for this name is hard..... "All attack skills deal +10 damage to foes not suffering from a condition and cause bleeding for  seconds." This prevents spiking but spreads mass degen.

OR
 * "All attacks cause bleeding for seconds." Moar mass degen.

OR
 * "All physical damage causes bleeding for seconds." This limits the degen to physicals only and prevents wanding from spoiling the name.

User:Jette's Issue
The skill's name makes no sense. It is called Lacerate, a derivative of the base term "laceration." What is a laceration? My medical dictionary defines it as "an irregular tear-like wound caused by blunt trauma." Thus, it could be reasonably inferred that lacerate means "to cause an irregular tear-like wound through blunt trauma." Yet Lacerate does not cause such a wound: instead, it increases degeneration caused by the bleeding condition; it will be assumed that the skill's effect causes blood to hemorrhage faster, resulting in rapid exsanguination (represented within the game as damage). Indeed, for the purposes of bleeding, only four skills in the game (two of which are duplicates of each other) can cause bleeding of a type distinct enough to be qualified as a genuine "laceration." They are Desperation/Drunken Blow (and even then, only if used with a hammer), Brambles, Feral Lunge, Strike as One, and the bleeding effect of Jagged Horrors. Axes, swords, scythes, and daggers would all cause incisions -- open wounds caused by clean-edged weapons -- while arrows cause puncture wounds. In total, only five sources (I count desperation and drunken blow as one) of bleeding cause bleeding wounds that could easily be identified as lacerations, three of which are extremely rarely used.

This skill's name, therefore, is entirely inaccurate. The average GW character has 480 health points, meaning complete exsanguination would result after approximately eighty seconds of standard bleeding damage. While this spirit is active, that time is nearly halved, reduced to a mere 48 seconds. Judging from the rapid speed at which characters die, as well as the name of the sword skill, I think it fair to assume that bleeding in GW is invariably major arterial bleeding, one of the most dangerous kinds of bleeding due to the high volume of blood moved through primary arteries. 48 seconds, though, is a rapid death even by the standards of heavy arterial bleeding. This skill might be better labeled as "aortic rupture" or "aortic aneurysm," after the largest artery in the human body, the aorta. This would help to explain why death is so much more rapid while the skill is active.

Also, the skill sucks. Make it do direct bonus damage or something.


 * That was fun to read. http://en.wiktionary.org/wiki/lacerate... "to tear, rip or wound".. Doesn't make any less sense than other skills like that. --Chaos Messenger 18:07, 21 December 2008 (UTC)

Bathory's Issue 00:02, 5 April 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * Outclassed by Toxicity, works off a weaker condition, redundant end effect.


 * Suggestion
 * Elite Nature Ritual. Creates a level spirit ( second lifespan). Bleeding creatures in range have - Health degeneration. End effect: Deals  damage to bleeding creatures within range. Does not affect spirits.
 * Giving it an end condition that deals damage to bleeding foes, instead of just re-inflicting bleeding makes it a better tactics for this to take full advantage of it's recharge. Recasting it kills the old spirit, triggering the damage while not sacrificing the extra degeneration. As it still requires bleeding, it's still not that powerful of an elite but would give it a better way of inflicting damage to bleeding creatures (including team-mates).
 * Giving it an end condition that deals damage to bleeding foes, instead of just re-inflicting bleeding makes it a better tactics for this to take full advantage of it's recharge. Recasting it kills the old spirit, triggering the damage while not sacrificing the extra degeneration. As it still requires bleeding, it's still not that powerful of an elite but would give it a better way of inflicting damage to bleeding creatures (including team-mates).

83.28.198.39 21:08, 19 May 2009 (UTC)
is bad.
 * Issue
 * Suggestion


 * Create a level spirit. All creatures within range of this spirit suffer - health degeneration for each condition they are suffering from. This spirit dies after  seconds.
 * Favors condition spreading teams.