Feedback talk:User/Macros/Divert Hexes

If you don't like powercreep, don't suggest any. I think the healing is too high for this energy/casting time/recharge. - J.P. Talk  00:11, 14 August 2010 (UTC)
 * If it couldn't self-target, it might be something resembling balanced. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  0:26, 14 Aug 2010 (UTC)
 * If this is overpowered, then RC also is. More than 200 for 5 energy, plus a cute clean redbar. 78.231.189.10 09:53, 15 August 2010 (UTC)
 * Cannot self-target. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  16:08, 15 Aug 2010 (UTC)
 * And the other monk has draw conditions. Or a necro has FF. The skill should be compared to PnH, not RC (even if it is an "RC for hexes"), because if someone wants to clear hex stacks, they'd choose between PnH or (the theoretically buffed) Divert. If someone wants an alternative to RC... well... there is none. --Macros 20:03, 15 August 2010 (UTC)
 * RC is, essentially, another condition removal skill multiplied by ten (well, slightly less, since the RC heals are smaller). In all honestly, it's stronger than it should be, in theory - elite status doesn't justify making a skill that's ten times as strong as another.  In practice, however, RC only removes 2 or 3 conditions (4 on a good day), so its practical power level is closer to reasonable when compared to its notelite counterpart.
 * Conversely, your version of Divert is several times as strong as Peace and Harmony, another elite. Because the recharge is so low, the practical number of hex removals one could expect from this is lightyears beyond what PnH can accomplish in normal play, and the conditional heal is much more desirable than the short duration reduction of hexes and the additional condition removal of PnH.
 * Finally, the main issue with this skill is that it destroys casual hexing, which is largely balanced. Shame/Diversion spam would all-but-cease to exist because heal monks would never have to use Cure Hex on anything but the prot.  Water eles would never accomplish anything because this recharges faster than all of their skills and kills the mechanic called "covering".
 * Before you say that "RC kills casual condition application" in the same way, keep in mind that most condipressure is based on spreading conditions among a team, while most hex pressure is based on applying appropriate hexes to specific targets. A ranger can tab poison and not worry about it being covered because each cast of RC is 5 energy, so they can win even if you remove every single condition that they apply.  Hexers don't have that kind of freedom: every useful casual hex has a specific niche.
 * tl;dr hexes and conditions are mechanically different; their counters need to be mechanically different. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  20:55, 15 Aug 2010 (UTC)