ArenaNet:Skill feedback/Miscellaneous/Hexes

Lightblade's Issue -- 08:51, 19 May 2008 (UTC)
Discussion
 * Issue
 * Hexes are lame. It's the lame from the very beginning.  Even after nerf after nerf.


 * Suggestion
 * Durational Hexes that discourage certain actions:
 * Examples: Empathy, Insidious Parasite, Faintheartedness, Backfire, Soul Leech, etc.
 * These hexes can trigger multiple times and thus shutting down the hexed target all the time. Normally, curses and hexes in fantasy setting only sticks to those that's willing to accept it.  Will power itself can dispel a curse.  Thus I suggest we make all this type of hexes to recharge at 12 seconds, last 3 seconds, and refresh on it's discouraging action.  Like, allow empathy to refresh duration everytime the hexed target attacks.
 * Although I have to say, this still doesn't solve to problem of how to make hexes take more skills to use.

Shard's Issue -- 04:51, 18 June 2008 (UTC)

 * Issue
 * Hexes are fine by themselves. However, when you stack tons of them on an enemy team, it becomes too overwhelming, even when you meta against hexway, because there are too few viable ways to deal with it.


 * Solution


 * Change some hex removals to punish teams that overload hexes, for example
 * Withdraw Hexes - "For each hex on target other ally, that hex is removed and that hex skill is disabled for all foes in earshot for  seconds."
 * To counter necro hexway specifically, add more necromancer hate to existing monk hex removals, example:
 * Remove Hex - "Remove one hex from target ally.  If it was a necromancer hex, remove an additional hex from that ally and this recharges twice as fast."
 * And to discourage cover hexes, add skills that remove from the bottom of a player's effect stack. Example:
 * Revealed Hex/Inspired Hex - "Remove the bottom hex from target ally.  If a hex was removed, you gain  energy and this is replaced with that spell for 20 seconds."
 * Expel Hexes - Remove the top hex and the bottom hex from target ally.

Possible solution

 * Make them end whever their caster dies. Maybe not THE solution, but it will allow teams to remove stacks of hexes even if they don't bring tons of hex removal. 145.94.74.23 11:57, 14 December 2008 (UTC)

imo
just make it so you dont have to bring 7 hex removals in TA and still get rolled by hexway. just make hex removal skill recharges proportionate to the recharges of most hexes. You did it with conditions, why not hexes? conditions are completely balanced and still pressure. Make hexes as easy and fast to remove as conditions and problem solved...i mean even if it would kill hexes, its not like they take any skill to use...at all... - 70.15.5.28 04:16, 14 January 2009 (UTC)
 * or an even better thought...put a limit on the amount of hexes you can stack, like 2. - 70.15.5.28 04:17, 14 January 2009 (UTC)
 * but of course these things will never happen because god forbid izzy actually listen to people who actually play and know about this game, not those who run shadowstep sword warriors in ra (like you were when i played with you izzy). - 70.15.5.28 04:19, 14 January 2009 (UTC)

imo 2.0
in case any of those suggestions dont float your boat, here's another. When you hex someone, make it take away a pip of energy regeneration like a maintained enchantment for the duration of the hex. This way players will actually have to have skill to manage the hexes they use and it will discourage them from spamming and stacking overpowered necro hexes like idiots. that doesn't require skill. make players manage their energy if they want to use hexes. - 70.15.5.28 04:23, 14 January 2009 (UTC)