ArenaNet:Skill feedback/Ritualist/Dulled Weapon

189.70.147.128's Issue -- 15:17, 24 February 2008 (UTC)

 * Issue
 * Has nearly no use rather then kill energy management on sins


 * Suggestion
 * Hex Spell. For seconds, target foe and all nearby foes recieve no effect from Weapon Spells. 15, 1 , 15.

76.26.189.65 17:22, 29 February 2008 (UTC) Issue

 * Issue
 * Weak skill with minor effect


 * Suggestion
 * Weapon Spell. For 3 seconds, target foe has a dulled weapon.

When I think about it deeply this may be more game breaking since it would essentially be a way to strip weapon spells from your enemy. The 3 seconds are there just so that they see why thier weapon spells are disappearing. If this is ever applied I recommend a moderate recharge such as one of the following 8/10/12/15/20.

I would make this a weapon self, targeted on self, for seconds you are immune to critical hits (recharge up to 15-20). It would be a low duration non strippable balanced stance (without the kd immunity though). Krothal 15:34, 3 March 2008 (UTC)

Underpowered, underused

 * Issue
 * Not as powerful as Blurred Vision, for example (see talk page).


 * Suggestion 1
 * The obvious thing would be something like this:
 * Hex Spell. For seconds, target foe and all nearby foes cannot achieve a critical hit and deal % less damage with attacks.
 * This would mean foes would deal ~45% less with attacks and ~20% less bonus damage from attacks (i.e. with skills) as opposed to ~50% less from both that Blurred Vision gives, as well as the ~50% less interrupts and conditions and ~50% less from Weapon Spells, conjures et c. However, Dulled Weapon lasts twice as long and has a bigger AoE so should balance reasonably well.
 * This would mean foes would deal ~45% less with attacks and ~20% less bonus damage from attacks (i.e. with skills) as opposed to ~50% less from both that Blurred Vision gives, as well as the ~50% less interrupts and conditions and ~50% less from Weapon Spells, conjures et c. However, Dulled Weapon lasts twice as long and has a bigger AoE so should balance reasonably well.


 * Suggestion 2
 * Similar to above:
 * Hex Spell. For seconds, target foe and all nearby foes cannot achieve a critical hit and gain no benefit from Weapon Spells.
 * However, I would suggest that this doesn't prevent weapon spells, it simply stops them from functioning. Thus, if you had one on you it would continue to work as normal once the hex wore off/was removed.
 * This would supply a counter to weapon spells (which I think is needed) but not be too overpowered since weapon spells aren't used all that often. If it turned out to be, a simple duration nerf (maybe or even  or something) should do the trick.
 * This would supply a counter to weapon spells (which I think is needed) but not be too overpowered since weapon spells aren't used all that often. If it turned out to be, a simple duration nerf (maybe or even  or something) should do the trick.

With the current sway-based metagame this needs an aggressive buff

 * Issue
 * Weak skill, if buffed this could easily become the counter to sway.


 * Suggestion
 * 5e 3/4s 8r "For 8...18...21 seconds that foe does no extra damage with a critical hit."

Underwood's Suggestion

 * Issue
 * Costly and Weak Hex Spell. Blind/Block/Miss chances are better than negating critical hits.


 * Suggestions
 * Move to Spawning Power. Weapon Spell. For 20 seconds, target ally's attacks cannot critical, but deal an additional damage.
 * For PvP add the If target ally is enchanted, this has no effect. clause.

Akirai's Issue

 * Issue
 * It's been pointed out Hex removal doesn't fit the rit. This is fine by me, but I'd like to see all hexes removed from the skill line up as well. (It's not like any of the hexes actually see use anyway).


 * Suggestion
 * 5e//1c//5r - Spell. Inflict Weakness and Cracked Armor on target foe for 5..17..20 seconds.
 * Weakness/Cracked Armor suggest a dulling of weaponry and armory. It's a bit like a single target combination of Enfeeble and Weaken Armor.

Falconeye's Proposal
Discussion
 * Proposal:
 * -See Above.
 * -No one gets a negative with this.
 * -All Assassins players does not tremble, they --LAUGH-- at this skill.


 * Suggestion:
 * -Make it an offensive Weapon Spell.
 * -See Atrophy.
 * - - (Communing) - Weapon Spell. ( seconds.) Reduces both yours and target foe's Weapon Mastery attributes to 0. Removes ability to land a critical hit. No effect unless spirits are within earshot.
 * --Falconeye 05:14, 28 March 2009 (UTC)

Totally Inferior Skill

 * Issue
 * Never seen people use this, is this enough?


 * Suggestion
 * Hex Spell. ( seconds. Target's weapon spell expires %faster.--RedTeaCat 09:54, 22 May 2009 (UTC)