ArenaNet talk:Skill feedback/Monk/Deny Hexes

Armond's Discussion
Did izzy just say "Hexes are weak?" Maybe individual hexes are weak, but when you have 5 scrublet necros and/or mesmers mindlessly spamming every hex on their bar, teams get rolled. I personally think Deny is fine the way it is. I run it with Divine Spirit and it works pretty well. ~Shard (talk / Nerf List) 23:51, 19 February 2008 (UTC)
 * Hmm... This would scale pretty fast, if you let it. I made the suggestion for Expel with the idea that it would be a one-shot hex stack remover, but now that I think about it this would do that pretty well if you let it... -- Armond Warblade[[Image:User Armond sig image.png]] 23:56, 19 February 2008 (UTC)
 * no1 uses divine favor skills in GvG.... 24.141.45.72 00:26, 20 February 2008 (UTC)
 * Divine Spirit, Signet of Devotion. -- Armond Warblade[[Image:User Armond sig image.png]] 00:40, 20 February 2008 (UTC)

this skil is perfectly fine the way it is now, increasing this to remove 2 hexes per divine favor skill it's too strong imo 189.70.157.91 00:44, 20 February 2008 (UTC)
 * it cld use a different buff like gaining energy back per hex removed.--Underwood 00:46, 20 February 2008 (UTC)
 * Again, trying to encourage more hex removal to counter all the hex stacks we find. But... that's actually not a bad idea. I rather like that. -- Armond Warblade[[Image:User Armond sig image.png]] 00:47, 20 February 2008 (UTC)

I agree with izzy that hexes are weaker than they have been in the past. There has already been a lot of buffs to hex removal and nerfs to passive hexes this past year. --Shadetz X 08:14, 23 February 2008 (UTC)
 * Your standard three-hex necro, yeah, he's weaker. But the hex stacks you find in HA? Need to be gone. The intent behind my suggestions to hex removal was to make it stronger against hex stacks but equally good (weaker, if anything) against your standard three-hex GvG necro. -- Armond Warblade[[Image:User Armond sig image.png]] 08:21, 23 February 2008 (UTC)
 * Hex Stacks in HA : Convert Hexes, and you dont necessarily need to remove every hex, which is why Izzy is saying hex removal is balanced. If a team has 5 characters all throwing hexes at you, you shouldn't be able to remove them all. But youcan interupt the important ones and remove the ones that hurt most. Vent allows quick removal of painful hexes. --Angelic Loki 15:23, 28 March 2008 (UTC)

Armond's Discussion (2)
I added a new suggestion as per the return energy idea. I expect Izzy's response to be the same as the first, honestly. -- Armond Warblade 21:15, 20 February 2008 (UTC)
 * I'd rather see energy returned for expel hexes because it's elite while deny hexes is not. 216.218.214.2 14:59, 4 March 2008 (UTC)

Energy gain suggestions
I grouped these together since Armond's second suggestion and the other two people's all suggest roughly the same thing - giving an energy gain per hex removed. IMO, this would be very overpowered, especially the third suggestion. 5 per hex would make this the best hex remover on it's own, let alone with other DF skills (it's essentially free that way). If you want to improve its efficiency a bit, make it so that if a hex (or more than one hex) is removed, you gain X energy. Having it scaling up with the hexes removed would make this too good, unless it was more of the order of 1 Energy, say.
 * Oh, slightly misread the third suggestion, but the point still stands for the second one. :-)

Xiaoling's issue
I like both. Though five seconds may not be much, to be honest... It's a very active counter to a very passive offensive. -- Armond Warblade 01:12, 8 October 2008 (UTC)

Brainwave: For seconds per hex that was on that ally, up recharge to... say 8? -- Armond Warblade 01:13, 8 October 2008 (UTC)
 * How about making it disable the hex on whomever cast it or something? This wouldn't have much affect on long-recharge hexes but would provide a bit of indirect defence against spammable hexes.
 * This is one of the better hex removal options currently... Why don't you suggest this for a Hex Removal that actually doesn't see use? [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  19:59, 12 May 2009 (UTC)
 * One, way, way too late. Two, just because it's better than other shit hex removals doesn't mean it's good. Three, other suggestions have been made and ignored. Four, lol. 69.109.118.121 21:51, 12 May 2009 (UTC)
 * So you're saying buff all Hex removals? They're kind of strong enough as it is. You've seen Peace and Harmony right? And these pages don't really have an expiration date unless something actually is changed. If it's not archived, it's open to discussion. But when you suggest on something like Reverse Hex (a skill that sees most of it's use on Shiro'ken Monks) it's less likely to be ignored than on a skill like Holy Veil or Deny Hexes because those are skills that set the standard in PvP... [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  16:53, 13 May 2009 (UTC)
 * You and I are the only ones paying attention to this page. And yeah, hex removal is pretty underpowered. Go to HA every now and then. 69.109.170.157 00:47, 14 May 2009 (UTC)
 * It's only "underpowered" if you don't have a PnH. =\ That's like saying Infuse Health is underpowered in RA because it leaves you so vulnerable. Actually, I think I'll go make a page about that. -.- [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  17:52, 14 May 2009 (UTC)
 * PnH can keep one person clean. Do you want to keep Backfire + VoR off your heal monk so he can spam through LC, or do you want to keep Faintheartedness off your ranger so he can dshot two out of forty hexes, or do you want to keep Empathy + Insidious Parasite off your warrior so he can try to do damage? --75.71.67.5 18:25, 14 May 2009 (UTC)