ArenaNet:Skill feedback/Paragon/"It's just a flesh wound."/archive1

Harmony's Issue -- 04:54, 13 March 2008 (UTC)
Discussion
 * Issue
 * Good condition remover but mediocre compared to Restore Condition.


 * Suggestion
 * Change to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target other ally loses 1...3 Conditions and 1 hex."

Spura's Issue -- 04:54, 13 March 2008 (UTC)
Discussion
 * Issue
 * Being a single target shout, it drains the paragon really fast.
 * It doesn't heal like RC, allowing something like Apply Poison to defeat a paragon using this skill.
 * There is enough condition removal already on monks and the new necro, even paragon has an elite already dealing with condition removal, Song of Purification.


 * Suggestion
 * Change functionality to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target ally is healed for 10..X..85 health" making it like an elite orison for paragon.


 * NEW SUGGESTION
 * Change functionality to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target ally loses all Conditions. That ally cannot be affected by removed conditions for 1..4..5 seconds"

NEW SUGGESTION
 * Change functionality to: 1 energy, 5 recharge "Elite Shout. Target ally loses all Conditions and suffers from a Deep Wound for.

Angelic Loki's Issue --Angelic Loki 17:41, 29 April 2008 (UTC)
Discussion


 * Issue
 * Same as the above, and that the paragon has much more viable (and passive) condition removal. This one doesn't really shine.


 * Suggestion
 * Allow the use of this skill pro-actively, to prot a monk on a spike or prevent a warrior from being blinded on a spike, giving it a dual use.


 * 10 energy, 4 recharge
 * For 1..2..3 seconds, target other ally is immune to conditions, and you suffer a deep wound for 10..6...5 seconds.


 * Notes
 * This allows more use of the wearying skills, although I think they see enough use, so that isn't necessarily a problem. At 10 energy, you couldn't use this skill very often, and the lower duration forces an actual spec into motivation, while still requiring you to use the skill on time with the spike. Provides a good counter for a meta thats highly inclusive of blind-bots, while not providing enough utility that its required carry against all teams. Would provide interesting synergy with the Burning Isle guild hall, and against Crip Shot rangers.

Frvwfr2's Issue -- 13:37, 7 May 2008 (UTC)
Discussion


 * Issue
 * Weak, expensive, way worse than RC


 * Suggestion
 * Target ally and all adjacent or nearby allies lose all conditions. For each condition removed in this way, you suffer from Deep Wound and/or Blindness for 5...4...3 seconds (Maximum 15 seconds) and gain 1 energy. 5, 2. Breakpoints at 4,9, and 14.
 * This makes it better than RC for removal, but weaker for healing. DW+Blind if Nearby Range. One or other if adjacent. The 1 energy is to simulate leadership on a shout with no last time.
 * Or
 * Change cost to 1 adr, 0 recharge.
 * Solves nrg problems, but can still be blinded. Hurts your other Adr. skill use though...

Lumi's Issue

 * Issue
 * Same as above basically
 * Doesnt really stick true to its name, where having a flesh wound (deepwound) isnt hindering.


 * Suggestion
 * Make it buff ally's suffering from a deepwound
 * 5 energy 10 recharge. For 3...8...10 seconds all allies within earshot attack 33% faster, move 33% faster and cast 50% faster whilst suffering from a deepwound.

Turns a potentially dangerous condition into a bonus. However, this comes with a downside in that players must decide whether to leave a character with IAS, IMS and HCT or cure them of the deepwound. Numbers may need tweaking.