ArenaNet:Skill feedback/Mesmer/Wastrel's Worry

Gelei's Issue -- 14:14, 29 August 2008 (UTC)
Discussion
 * Issue
 * You can cast this hex on a whole team in RA/TA in less than 5 seconds.
 * Combining it with Empathy on fighters or with Backfire on casters, this effect is hard to block.
 * Suggestion
 * Make a PvE/PvP version of this skill. The PvE version can be the same, while the PvP version should have 5 seconds recharge. It wouldn't reduce the effectiveness much against one person, because of the 3 seconds length, but it'd be impossible to put it on the whole hostile team.

29 August 2008 (UTC)
Discussion
 * Issue
 * Recharge is too low. With a 1 second recharge, and 1/4 second cast, It makes hex breaker and holy veil almost useless.
 * It is to easy to spam to break hex breaker, then cast somthing like diverson, and then cast wastrels again as a cover hex.
 * And this skill is also doing 90+ dmg each time.
 * It is also too powerful in 4v4 when you have visons & backfire and have this wastrels being spammed on you.
 * Suggestion
 * I am not against mesmers having a cover hex, but it should be compareable to parasitic bond, change recharge to at least 2 seconds, cast time to 1 second. Reduce dmg to 5-35..36..37
 * Or, if it is mean to be a damage spell and not a cover hex, remove the hex aspect. Change to a spell, and keep dmg, cast time, recharge.  "Wastrels worry, SPELL, All foes adjacent to where this spell was cast take 10-90...94 dmg after 3 seconds if they do not use a skill." Similar to spirit rift.

Unreliable for doing damage, but overpowered when combined with certain skills

 * Issue
 * Damage is unreliable and this is overpowered when combined with certain skills like empathy, backfire, diversion.


 * Suggestion
 * Increase recharge to 3 seconds, add initial damage of 5...35...43, lower conditional damage to 10...40...48.

Bad skill implementation

 * Issue
 * This skill is borked. Useless if nerfed, overpowered if buffed.


 * Suggestion
 * 5e 3/4s 4r "After 1 second, target foe takes 5...17...20 damage plus an additional 5...15...17 damage for each recharging skill." The delay prohibits using it to spike.