Feedback talk:User/Damysticreaper/Smiting Prayers

Why do you think changing smiting to a big damage line is a good idea? And have you even looked at how these skills would interact with already existing skills?  Koda   Kumi  16:55, 13 December 2010 (UTC)
 * Are you saying monk cannot deal good damage? Then what the hell are smiting skills for if they cannot even be concidered taking for damage. Let the monk do some damage with the skills that they are intended for instead of having a half dead attribute.Damysticreaper 17:47, 13 December 2010 (UTC)
 * Smiting has always been about conditional damage. Punish people for redbarring, punish people for training a single target, that is what smiting is about. It does have some direct damage (some of which even have a conditional extra effect) but they are either elite or the damage is not that huge. Changing smiting into another post-buff Domination Magic only dumbs the game down further while making a monk's job needlessly harder.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  22:21, 13 December 2010 (UTC)
 * A flawed argument. What you say is less than half what smiting is about and being something wich cannot even be called smiting. Only 10 of the 31 smiting skills have effects of what you define as smiter and half of those are not even used wich makes it only about 1/6 of all of the smiting skills. A smiter has always been a monk that has it's focus on damage and to kill the target not to annoy damage dealers trough punishing, thats the job of the mesmers and necromancers. Also a monk's job hardly becomes more difficult with simple damage buff that does not have a complete functionality change that bypasses protection. And looking at it differently, let the monk do some damage with a still half dead attribute as compensation for the constant nerfing instead of complaining about a buff for a monk. Thinking that heals and prots are gonna be buffed and make killing harder is a foolish and naive thought.Damysticreaper 12:39, 14 December 2010 (UTC)
 * i agree with koda here these are more like ele skills then smite skills i woud say profession stay with your attribute Naloj 14:18, 14 December 2010 (UTC)
 * But does not change the fact that the majority of smiting skills are meant for killing. 16 skills wich is half of all the smiting skills deal direct damage while another 10 deal indirect damage and only half of those have a supportive functionality and only 3 skill of smiting prayers support other players. Knowing that 2/3 of the smiting skills are meant to do damage both direct and indirect it is basicly impossible to say it is not meant to kill an enemy instead of supporting an ally wich goes to healing prayers and protection prayers. And if it's too much like an ele then you might want to have a closer look at Blood Magic and Death Magic, both deal damage in a similar way as the smiting suggestion i proposed. So again, why can't the monk use an attribute in a way for wich it has been designed to do? Damysticreaper 15:13, 14 December 2010 (UTC)
 * Smiting was intended to do decent damage and support, that's what it does. Making everything do more damage just makes gw even easier, I mean seriously look at balth's aura, with a 20% enchant that's 200 armor ignoring damage to nearby foes, that's not op at all... --frostels 16:57, 14 December 2010 (UTC)
 * Yet only very few skills offer support and any other form of support with damage has been made impossible due to nerfing/balancing to those skills (Smiter's boon, Light of Delivirence, Peace and Harmony, Healing Burst) limiting it more towards damage instead of actual support. Because of the serious lack for- and nerfs to supports it can hardly you can hardly call it's purpose supportive. The majority are just meant for damage and with only a few effective support skills and forbidden to use a different attribute unless in PvE (and even that has some serious limitations). Damysticreaper 17:21, 14 December 2010 (UTC)
 * It seems I have not been clear enough. That is okay, I get misunderstood some times. To make amends for it, I will go over these skills 1 by one and tell you why the proposed change is terrible. And maybe, maybe you can learn something from the blue-haired rebel.


 * against someone casting a spell, it is a guaranteed 100 armor-ignoring damage doing, cast on recharge spell, no skill involved.

super Meteor on steroids. instead of delayed fire damage, it does direct armor-ignoring damage, can be used as an interrupt, spike-assist, KD chain assist, and has a recharge of 10 seconds, which is downright retarded for Wail of Doom + damage.


 * dumb damage, but nobody will use it anyway.


 * why does this skill deserve a nerf? It is an excellent energy management skill at the moment. The problem is that you do not want to waste your elite to e-management.


 * 175 armor-ignoring damage on a spike while the target cannot do anything to defend himself. Did I already said it is also a dumb damage skill?


 * dumb damage, but at 15 energy and 2s CT way too costly to be useful.


 * 100 armor-ignoring damage under a very easy to fulfill requirement (which means, if you have not figured it out yet, that 6 of these will kill someone) at no cost.


 * dumb damage, but nobody will use it because it does just too little damage for a 1s CT skill for a gimmick, and has no utility so balanced teams will not use it either.


 * dumb damage. Grief RA with this.


 * useless, unless you play against idiots.


 * armor-ignoring, small area version of Searing Heat. Since SH is only used to pwn people who are either on top of an altar or grasped, guess what this is going to be used for? If you guessed "nothing", you are right.


 * Searing Flames for a third of the cost. And that is such a balanced skill to begin with...


 * Bottom line: Offensive casters are used for 3 purposes: utility (such as shutdown of monks so your physicals can kill them, and "toolbox" characters), spike support and gimmicks. Anything that falls outside of that is completely useless. There is a reason people do not use pure damage spells in balanced teams: physicals to more damage without having to spend any resources (skill slots or energy) for it. Most of your proposed changes are like those pure damage skills. Others are like pre-nerf Unnatural Signet: take 6 of them and win.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  17:46, 14 December 2010 (UTC)

I have one word for your arguments : FAIL

First: You are completly contradicting yourself. Now all of the sudden damage is lacking instead of doing big damage.

Second: GW isn't pvp only, when posting such an argument turn of your GW only exists out of GvG and HA button first.

third:


 * The only argument that stands but has been mention already. I already planned on changing this on it's first comment, also Ancestor's Rage and it's PvP version, file a complain about those 2 skills as well then if you are going to use such an argument.


 * comparing an elite vs a non elite = fail. And to make your words more clear every KD skill is the same as Wail of Doom since it is a shut down. Try asking anet to remove KD from the game under such a argument and see the reactions.


 * First big damage and now dumb damage? Nobody will use a cheap short recharging armor ignoring damage?


 * Only works on a hit and only makes it effective when someone is taking damage, this function makes it usable on non attackers and blinded foes as well.


 * KD is a hard condition to pull of unless you use an elite skill, and the majority of the non elites are PB or cause exhaustion and with it's current is even more deadly during spikes if used correctly. Also the combo costs 20 energy for a profession with very limited energy managment.


 * Do you want to try out a AoE spell that deals armor ignoring damage with a nearby range? I don't mind reducing it's casting time tough but i didn't because it will be too easily to inflict such damage in CM and AB.


 * I really lol'ed about this argument. In a method you will understand. I need SIX copies to kill ONE target every 20 seconds wich would mean i would need SIX monk out of the EIGHT character slots who can kill only every 20 seconds. Dude this skill is seriously OP.


 * 1 sec casting non projectile armor ignoring damage AoE damage. Damage remained limited because if any more it will to OP.


 * Try out CM, AB and PvE and see how effective such a function is.


 * Same reason


 * Same reason. You would be amazed how often DoT AoE skills are used in those formats.


 * Less Spammable than, Longer recharge than, Less damage than, Less targets than, shorter burning than, not forgetting that the monk has a smaller energy pool than the ele.

None of these arguments have a foothold because when you are trying to create you begin to contradict yourself and the only thing you see is GvG and HA and you become ignorant of everything else in GW.Damysticreaper 20:41, 14 December 2010 (UTC)