ArenaNet:Skill feedback/Dervish/Rending Touch

Grim Lavamancer Joe's Issue -- 04:22, 29 March 2008 (UTC)
Discussion
 * Issue
 * HA is over run by either escapeway "sway" or escapeway gimmicks, r/d's run this for free enchantment removal with no drawback, thus energy-efficiently removing most if not all protective enchantments with little to no skill. too strong of enchantment removal for so little investment. *sb* rend it off *ps* rend it off *hb* rend it off *channeling* rend it off, etc...


 * Suggestion
 * 1)increase the recharge, something along the lines of 15 sounds nice, but I'll let izzy hammer out the details

or
 * 2)increase the energy cost to 10.

or
 * 3)functionality change to: "you lose 1 enchantment, if you lost an enchantment target foe loses 1 enchantment." while still being effective if enchanted, it forces teams to actually CARRY enchantments.

86.24.146.136's Issue 13:45, 6 May 2008

 * Issue
 * Still the same as the above, too much enchantment removal with no penalty, especially on R/Ds as they get the expertise cost reduction too.


 * Suggestion
 * The obvious thing is suggestion 3 above, but to preserve some of the current functionality and make the skill more interesting I would suggest allowing people to remove enchantments still if unenchanted themselves (as it is now) but apply a penalty. Something like:


 * Spell. Target foe loses one enchantment. If you are under the effects of an enchantment, you also lose one enchantment, otherwise you begin bleeding for 10 seconds.


 * I suggest the bleeding because it fits in with the "rending" theme, but some cold damage, energy cost or something else would do fine. This way might inspire some synergy with Avatar of Melandru or Plague Touch, though, which could end up as a good or bad thing. Either way it should mix things up a bit.

Rururrur's Issue

 * Issue
 * Easily spammed with no drawback by teams without enchantments


 * Suggestion
 * Touch Spell. You and target foe lose one enchantment. If an enchantment is not removed from you, this skill takes twice as long to recharge.


 * This would allow the basic function of the skill to remain the same, but increase the drawback for builds without enchantments.

Shard's Issue -- 9 June 2008

 * Issue
 * Cheap, spammable, unconditional enchantment removal.


 * Solution
 * "You lose one enchantment. If you lost an enchantment this way, target foe loses one enchantment.  If your target was unenchanted, you lose 999 health and all spiritway skills become locked on your account."

72.71.213.95's Issue

 * Issue
 * In a "sway" build, lose an enchantment every 9 seconds.
 * Too easily spammed, costs nothing for ranger/dervishes


 * Suggestion 1
 * If you don't lose an enchantment, it is disabled for an additional 15...10...9 seconds. Attribute-Wind Prayers.


 * Suggestion 2
 * If you don't lose an enchantment, all your attack skills are disabled for 8...5...4 seconds.

71.174.21.32's Issue

 * Issue
 * Useless for dervishes and overpowered on rangers
 * Good for rangers, bad for dervishes


 * Suggestion
 * Link to Mysticism and scale the enchantments lost from 0...2...2