ArenaNet:Skill feedback/Mesmer/Hex Eater Vortex

189.70.138.10 Issue -- 00:53, 5 March 2008 (UTC)
Discussion
 * Issue
 * was overnerfed, it has almost no use in the current state


 * Suggestion
 * give it back the same damage and recharge that it had, rework the effect : "If target ally is still hexed, foes near that ally lose one Enchantment."

14:12, 6 May 2008

 * Issue
 * Too weak but with the potential to be way too powerful. It is capable of dealing a lot of damage and passively removing enchantments, but at nearby range, targeted on an ally and requiring that ally to be hexed is too conditional.


 * Sugestion
 * Possibly make the range greater but the enchantment removal conditional and the damage less. However a better option would be to make it remove more hexes (Hex Eater Vortex sounds like it would eat more than one hex). Possibly:


 * Cost: 10, Activation: 1, Recharge: 12
 * Elite Spell. Remove a hex from target ally and all nearby allies. For each hex removed, one nearby foe (max ) loses one enchantment and takes damage.


 * Reasoning
 * Currently this skill doesn't know where it is. It can remove a hex, but only one and at 10e and 15 recharge it's not effective at it. It can remove enchantments and deal extensive damage, but it's too unpredictable to use effectively, and requires a hex in the first place, making it useless against some foes (sway in HA for example).
 * This would make the skill more defensive while still punishing the use of hexes, hopefully allowing it to keep it's duality but make it clearly a hex-remover. It would also make it more useful as a hex remover so that it can compete with Expel Hexes (1 hex with a possible many more, plus offensive capabilities for 10e vs 2 hexes for 5e and faster recharge), however the number of enchantments removed are much more limited and to be dangerous it needs investment into domination magic.

Desocupado's Issue -- (12:49 27 November 2008 (GMT-3))

 * Issues
 * Conditional spike assist (enchantment removal plus damage) on melee range near an ally.
 * So, if an hexed ally is being attacked by a melee enchanted enemy, neither of the conditional effects help very much, by itself to turn the tables around.


 * Suggestion
 * Remove one of the conditional effects, and increase the other a lot.
 * So either:
 * Elite Spell. Remove a hex from target ally. If a hex is removed in this way, foes near that ally take 60...120...135 damage. (elite shatter hex)
 * 5 1  15
 * or
 * Elite Spell. Remove a hex from target ally. If a hex is removed in this way, foes near that ally lose (1..2..3) enchantment(s).
 * 10 1  15


 * Or, make it more like hex eater signet:


 * Elite Spell. Remove a hex from target ally. If a hex is removed in this way, all other party members lose 1 hex, for each hex removed this way you gain 1 energy.
 * 15 3  30


 * OR


 * Elite Spell. Remove a hex from target touched ally. If a hex is removed in this way, all other party members lose 1 hex, for each hex removed this way you gain 1 energy.
 * 10 2  25