ArenaNet talk:Skill feedback/Monk/Withdraw Hexes

Armond's Discussion
Do you still want its recharge to scale with the number of hexes removed? While that's not a wholly flawed system, if you have, say, a Suffering spread on the entire team, that's still about a 60 second recharge for removing it from everyone. On the other hand, doing that with most other skills would have either a similar duration required, or much higher energy cost for multiple casts. So I don't think I'm advocating anything, just clarifying your intent. - T HARKUN  01:12, 20 February 2008 (UTC)
 * No, remove that clause, as it's really what kills the skill right now. -- Armond Warblade[[Image:User Armond sig image.png]] 01:14, 20 February 2008 (UTC)
 * defile defenses,barbs,parasitic,SS,SV,mark of pain.. naww hexes are never used .... 24.141.45.72 01:42, 20 February 2008 (UTC)
 * Price much? -- Armond Warblade[[Image:User Armond sig image.png]] 01:56, 20 February 2008 (UTC)
 * Sry forgot bought all those :p 24.141.45.72 02:01, 20 February 2008 (UTC)
 * Meant price of failure :P -- Armond Warblade[[Image:User Armond sig image.png]] 02:06, 20 February 2008 (UTC)

the concept is good, it should be changed imo 189.70.170.208 15:46, 20 February 2008 (UTC)
 * What about 20 second recharge, removes one hex from all party members, if that hex was a necromancer hex, that ally is healed for X..X--The Gates Assassin 05:32, 23 February 2008 (UTC)
 * @izzy's response. Joking? In TA there are alot of common hex's that can be reapplied over and over and monks can do nothing about it. Migrain, Conjure nightmare, Conjure phantasm, are all more spammable than hex removal. Spiteful spirit, Price of Failure, Reckless haste, all used in the meta game and all spammable. Got owned in TA by a soulbarbs hex team, we couldnt do anything to stop the damage, not even common hex removal like holy veil could stop it, they just corrupted first. Corrupt -> Soulbarbs ->Assassins Promise->Recklass haste->4 or 5 mes hex's-> Shatter stone. GG. The balance between hex's and hex removal is completely off. Its not even practical for a monk to carry the more heavy hex removal like Divert Hex's because not every team runs them, just the ones that do are op'd. --Shadowsin 06:05, 23 February 2008 (UTC)
 * Even more true in HA, where while you have more monks, they have more hexers than you do monks. -- Armond Warblade[[Image:User Armond sig image.png]] 09:45, 23 February 2008 (UTC)


 * The thing with this skill is it is way too expensive and the range just kills it. I like Armond's suggestion here since it is elite, so it should be powerful. Divert Hexes has single target bulk removal down, Withdraw hexes should deal with AoE hexing. --Life Infusion &laquo;T&raquo; 01:28, 27 February 2008 (UTC)
 * Needs it's recharge set to 0 (recharges instantly) "Remove hexes from each ally within earshot. For each hex removed in this way this skill is disabled for an additional  seconds (Maximum: 30s)." 10e/2s. <-Something along those lines.--74.61.209.219 00:24, 1 March 2008 (UTC)
 * The suggestion on the pgae is... bad. That+Convert Hexes=Hex wipe every 12s... wth is that? That is overpowered. I like 74.61.209's suggestion. 66.194.217.223 13:38, 27 March 2008 (UTC)
 * I don't like the other suggestion. 2 sec. casting time on monk spells is just bad, especially on an elite hex remove. And the recharge would still be too bad to make it viable. But yes, my proposal was OP so I adjusted the stats. I increased the recharge from 10 to 20 and removed the health gain. But your example was also bad -> "That+Convert Hexes=Hex wipe": This only works under perfect conditions, which you won't have with decent opponents. Two 1 second spells that can badly hurt your foe, will be hard to cast without being interruptet and you would have to invest between 20-30 energy, a normal skill slot and an elite slot to mass remove hexes without being hurt by them yourself when you acquire them... I'm pretty sure that my suggestion now is well balanced. A. von Rin 18:16, 27 March 2008 (UTC)


 * hex removal is "usused" because most of the time it's better to just suffer the hex, and then heal the extra damage, than it is to lose time/energy to remove the hex with the crappy hex removal skills we currently have.
 * A monk against two (or three!) melee or spellcasting damage dealers has viable options (ie: out heal, prot), but against two or three hex casters the monk has NO viable strategy related to the hexes! 89.80.162.91 12:27, 4 June 2008 (UTC)
 * I think Izzy meant that Hexes are unused, not hex removal. 66.75.136.251 01:29, 7 December 2008 (UTC)

Lancy's discussion
Overpowered as hell, even without the hex removal effect. 12r, 10e, no secondary effect, and you're good. -- Armond Warblade 23:43, 15 October 2008 (UTC)
 * How about now? ^_^ --Falconeye 06:21, 28 March 2009 (UTC)