Feedback talk:User/Previously Unsigned/Destruction

1 is interesting, 2 is same as 1 unless I'm missing something, 3 isn't fixing the problem, 4 isn't fixing the problem, and 5 can be easily abused by Gaze of Agony (or what's it called). Titani  Ertan  20:10, 18 November 2009 (UTC)
 * 2 are like concise skill descriptions. SLIGHTLY different but mostly the same. The way 1 works is that you get close to the spirit and damage builds up but doesn't take effect until you step away from it or it dies. But 2 builds up the damage and "holds" it until the spirit dies, so you can step away from it taking no damage. Version 3 is because I don't usually see drastic changes happening and some don't like them so that is a compromise. Version 4 is along the same lines, kinda envisioned it like "Oh crap, they cast Destruction, start hacking away at it so it doesn't spike us after 30 seconds!" lol, though I know that would not be realistic anyway. I know that version 5 could be abused, but I was suggesting it anyways since, well it was interesting too and given the fact that it usually dies incredibly fast it almost felt like that was the point of it - to self destruct. It would be actually useful if it operated that way. Doesn't it suck how people always are looking for an exploit rather than playing the game "truthfully"? I guess what could be abused would be ok then? But that is really a complex issue.


 * I also suggested the number tweak ones because is this idea even implemented in Guild Wars yet? Would it be hard to code? And would it count as damage over time or instant? I mean technically it builds up over time but doesn't happen and when it does, it's like instant damage, the two together make it kinda like a bomb or hot potato (oh man, now I have to come up with a hot potato style skill). Previously Unsigned 01:34, 19 November 2009 (UTC)
 * Ohh, I see it now. 4 and 3 are what I call "tl;dr" fixes - they don't fix anything, and are just to say "I DID IT". 1 and 2 are what I like, as they bring the originality theme to play, and you need skill to use it to its fullest extent. 5 can actually be solved by a single gray text: No effect if spirit was killed by an ally. Titani [[image:User Titani Ertan chrome.png|Uth]] Ertan  05:14, 19 November 2009 (UTC)

5 is very abusable (Summon 8 of them at once, 7 die instantly), 1 is interesting, but I think increasing it's range to earshot and not 'in the area' would be a start. Dreg 21:36, 18 November 2009 (UTC)
 * I think I did increase it to "in the area", maybe you caught the previous edit where I forgot that. I need to preview more before I submit. Previously Unsigned 01:34, 19 November 2009 (UTC)

Uhm...i just want to know one thing, since when does this spirit deal lightning damage? I always thought that Destruction dealt just damage and i'm using it quite often, it always dealt 150 if an enemy was near it and it died cause it ended. Lou Wolfskin 22:24, 18 November 2009 (UTC)
 * Oh my bad, I was thinking of how most channeling magic skills operate. Fixed, thanks! Previously Unsigned 01:34, 19 November 2009 (UTC)
 * The first two suggestions are neat, but I'm concerned they'd be too complex to code. If they aren't, I'd love for one of them to be implemented. [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  01:05, 4 December 2009 (UTC)
 * Im all for earshot! With recent changes, perhaps non-hexed foes within earshot... ^_^ --Falconeye 07:31, 5 March 2010 (UTC)
 * Nothing wrong with the skill mechanically, but it could me moved a bit closer to its PvE-version. We were talking about the PvP-version, right? Nechrond 11:14, 14 September 2010 (UTC)