ArenaNet talk:Skill feedback/Mesmer/Backfire

TimeToGetIntense's Discussion
Tada! where is the suggestion???! oO 86.62.250.4 08:25, 7 March 2008 (UTC)
 * Added it. Sorry for the delay. --TimeToGetIntense 08:39, 7 March 2008 (UTC)
 * Meep! Thats ok xP, anyways me likey! Backfire needs a buff :( 86.62.250.4 08:40, 7 March 2008 (UTC)
 * I disprove a buff. It's fine as it is.  Just nobody use them for no reason.  Lightblade 00:31, 25 March 2008 (UTC)
 * Nobody uses it because it sucks. Dark Morphon  (contribs)  17:36, 25 March 2008 (UTC)
 * It's because this skill exists.--74.61.209.219 17:50, 25 March 2008 (UTC)
 * It gets use in some hexways. And hexways are lame enough without buffs. Lord of all tyria 18:00, 25 March 2008 (UTC)
 * /agree, Backfire in GvG @ VoD is very strong. - Like 172 Damage on Monks casting any spell. -- Khazaro 11:46, 28 March 2008 (UTC)
 * lol? Backfire is never strong. It is, at BEST, only decent, and that's when you devote your entire bar to its use; glyph renewal to get around the long-ass recharge and more energy management than usual, because backfire is too expensive for its so-so effect. Interrupts and spell failure skills are better than generic punishment, and even if you wanted to punish, there are better skills to choose. Backfire sucks. Any monk that dies to it at VoD is a bad monk. - Auron 03:49, 31 March 2008 (UTC)


 * Lowering the cost would do the skill a world of good, otherwise its fine, it should be interruptible with its effect.--SiDima 03:34, 31 March 2008 (UTC)


 * Lower the costs like Time suggested and decrease recharge to 15 seconds, but leave the activation time as it is. A. von Rin 15:07, 3 April 2008 (UTC)


 * The activation time must stay where it is. It means that this stays on the mesmer's skillbar where that can be compensated. You'd have everyone using it at 2 second cast. --Ckal Ktak 21:39, 20 April 2008 (UTC)


 * Without talking the proposed numbers, here is what I do both with and against the skill. Against the skill, since most use it as a generic healer shut down, I spirit bond the target. If I'm healing, I call for a spirit bond. That makes the skill easy to deal with. 25 damage every cast is a lot easier to deal with then 130. Thats in the event that I cant remove it. With the skill, if you place it with no regards to timing, it wont do any good, same with all mesmer skills. They will just not cast or get that Spirit bond I was talking about. What you do then, is place it on an infuser either a.) on a spike, or b.) when he is about to die. In the event of A.) He cant infuse, even more then with shame or diversion on him, because infusing will kill him. 275 sac from infuse + 120 damage from backfire leaves him with around 200 life if he has no DP. If he has DP, attempting to heal himself will kill him. in the event of B, chances are he will try and heal himself without seeing the skill or treating it seriously, and he will die. That said, the skill benefits from timing as all mesmer skills do, and is very powerful in that time frame. It could use a cost redux, but then again, it deals direct damage, which not many mesmer skills do. If you decrease the recharge, you promote non-skilled usage of the spell, which isn't what we want, correct? --Angelic Loki 17:56, 29 April 2008 (UTC)

Make it a more active skill
How will giving the skill ~45% less damage over time and ~61% less damage per energy prevent the skill from failing in PvE? -- Gordon Ecker 08:05, 29 August 2008 (UTC)
 * The big problem in PvE is when you use a skill on a monster and the monster dies. Your skill is left with an uber long recharge. By lowering the recharge, you can more quickly switch monsters. --The preceding unsigned comment was added by User:71.174.22.211 (talk).
 * Even if the monster dies in 6 seconds or less, the ~30% recast interval reduction wouldn't make up for the ~36% damage reduction in damage per triggering. -- Gordon Ecker 23:06, 3 September 2008 (UTC)
 * There, I changed it to 12 recharge. --The preceding unsigned comment was added by User:72.64.4.234 (talk).
 * I like the idea of this suggestion, just not the actual numbers. Personally, I'd go with a 2 cast (mesmers have FC anyway), 8s duration, slightly less damage (maybe ish) and probably a lower recharge, like 15. Still, I think the aim is right.