Feedback talk:User/Dark Morphon/Defile Defenses & Mark of Fury

I like them both. It sounds like this would require a more active playstyle than the current Hexway. Shayne Hawke 14:54, 26 September 2009 (UTC)
 * Yep, that's what I'm trying to do here. Dark Morphon 06:31, 27 September 2009 (UTC)
 * with a 3 sec duration dont you think 1 sec cast is too much ? 1/4 maybe? it would allow it to be more active e.g You see the monk use a block stance you cast it so it comes on just before your war hits --Aura 12:44, 27 September 2009 (UTC)
 * 1 sec cast is fine with 3 duration. Dark Morphon 13:22, 27 September 2009 (UTC)
 * Defile (in it's current form) does too much damage and is too good as a cover. Increase it's recharge time and you decrease it's potential as both cover and damage. I don't think it needs a rework, especially into such a potentially spiky form. I haven't seen mark of fury in a long time outside of HB, so I'm not going to comment either way on this, other than to say I would prefer it stay rather dead.--118.90.125.120 12:59, 30 September 2009 (UTC)
 * Also, I would just like to add that in all honesty, current meta block skills are not hugely overpowered other than a select few - mostly stances. The game needs some passive defense, and unless there's something like an aegis revert then I would be very careful playing round with the block situation atm.--118.90.125.120 13:04, 30 September 2009 (UTC)
 * Hmm, I agree that passive defenses simply are mandatory to stop things from exploding, but that's more a problem with the current passive defenses being too weak. I think that my version of Defile Defenses is too active to truly mess with those defenses. If I were to balance things, I'd also buff Ward Against Melee if I'd implement this change. Dark Morphon 14:38, 30 September 2009 (UTC)
 * Making everything active creates a game that's too complicated. Defile Defenses is a nice cover hex but isn't as mean as Parasitic Bond because it can end prematurely, even if it does deal a lot of damage. Mark of Fury, while not horribly popular in PvP now should be left alone. If Blood Magic is ever over-hauled to become more of a party-support rather than a spike attribute, powerful adrenaline boosts would help that. Taking that away and giving these laughingly short durations isn't going to hurt HexWay, help Necromancers or increase these skill's usage. [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  23:20, 3 October 2009 (UTC)

Essentially all this would do is force people back to PBond, Defile at the moment is a great cover hex AND a great anti-block skill, it isn't just used for covering unless the necro is bad. The problem with defile is it does too much damage (114 damage is a lot, especially considering blocking is one of the most used defensive systems in the game). Drop Defile's damage to around 75, meaning Spirit Bond gets happy, and blocking won't kill you. mark of Fury, meh. Frosty 01:29, 4 October 2009 (UTC)
 * Defile does do a lot of damage, but you can't spike with it. If you're blocking it triggers once and you keep blocking. It's been around for a while and the damage hasn't made anyone QQ, it hasn't busted any types of play open, and it sure as hell hasn't stopped people blocking. Why change it now? [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  06:27, 4 October 2009 (UTC)
 * Seconding both suggestions. Numbers may require a bit aof a tweaking, but they both promote active play, and that's a plus. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  18:41, 4 October 2009 (UTC)
 * Making these skills active is indeed the goal I'm striving for. I don't think there is anything particularly wrong with them at the moment, it's just that they reward hex-stacking too much. These changes adress that while improving their power when used well. Dark Morphon 16:16, 5 October 2009 (UTC)