Feedback talk:User/Tha Reckoning/Hexes

I'm assuming you're referring to "cover hexes" ... in which case Why not just ask them to add a selection window to pick out and remove the exact hex you want gone first? ...instead of being all: "NERF ALL HEXES!" and stuff :p -- ilr  03:59, 5 September 2009 (UTC)
 * I am not referring to cover hexes, I'm referring to any hex that recharges in less than about 15-20 seconds, because there is no equal to that hex. Not to mention that you are facing up to six or seven of those hexes, per hexer. I was in a RA round where two monks with two hex removals each couldn't keep up with one mesmer. That is not balanced. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 04:10, 5 September 2009 (UTC)
 * Please don't try to balance the rest of the game through RA. Impaled 16:36, 5 September 2009 (UTC)
 * RA is just an example of the magnitude of the problem, hexes are just as broken everywhere else. TA/HA/GvG, it's a problem in those arenas too. --
 * A monk could use Divert Hexes, sure the skill is expensive but it's a possibility... Lou Wolfskin 08:05, 13 September 2009 (UTC)
 * My HA team carries four hex removals, including divert, and we still get hexed into the ground. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 18:02, 13 September 2009 (UTC)

"Is this balance?"
It is. Of course a team with varying professions/roles, like monk-melee-hex-hex will win against monk-melee-melee-melee, unless the latter is well-organized spike team. 91.16.131.59 16:27, 5 September 2009 (UTC)
 * So you're saying that, because a person picks a certain profession over another one, they should automatically win with no skill required, unless the ones with the disadvantaged professions are much more skilled? And you're calling it balanced? Thank you for defining imbalance, and proving my point. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 16:44, 5 September 2009 (UTC)
 * Most Hexes are designed punish melee. If they weren't, then most Melees(and Touch rangers) would have been given a dozen hex removal tools in their Primary in which case they would have nothing to fear. ...how balanced would that be? -- ilr [[image:User_ilr_deprav.png]] 17:22, 5 September 2009 (UTC)
 * Actually, most hexes hurt casters, in the used meta anyway. And I'm not saying to give them a dozen hex removal skills or anythimg, I'm saying to balance hexes. You could make their recharge times make sense, give monks a tool to remove them, or add effects to stances that reduce hex effectiveness, ideas like that. Removing hexes isn't the only way. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 17:53, 5 September 2009 (UTC)
 * yes its balanced, they devoted 14 skills to hexes, you devoted 2? to anti hexes then complain when you lose, you know your melee is FULLY allowed to bring a hex remove skill, they just CHOOSE not to Talamare 01:03, 16 September 2009 (UTC)
 * What? I have no idea what you are talking about, 14 skills and stuff, make sense. Melee are for spiking purposes, not carrying hex removals, that is just ignorant. The fact remains that hexes far outstrip hex removals. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 01:32, 16 September 2009 (UTC)
 * hex removal > hex most of the time, however a team of 4 players will often be - the monk brings 1-2 hex removal, the enemy brings 14 hexes... then complain that they cant remove hexes..... you know a long time ago it was common for wars to bring purge signet.... whats better being disabled for a 1minute because they slapped on 5 anti melee hexes on you, or wasting a skill slot for a counter to a common tactic, or bitch roll a pnh/expel w/e Talamare 02:02, 16 September 2009 (UTC)
 * Fine, but the problem with hexes is that the way they are currently, they lead the game to more Build Wars and a rock-paper-scissors situation. If you happen to bring a lot of hex removal and your opponent has no hexes at all, you will be in a difficult match because the hex removals will then be wasted skill slots. On the other hand if you decide to bring only 'sufficient' hex removal, and the enemy brings a large amount of hexes, it becomes extremely overwhelming and impossible for Monks to clean up no matter how skilled they are, effectively making these removals useless as well because everything important will be covered and difficult to remove. That's the problem, hexes are too overwhelming and removals too specific, with player skill doing very little to change the outcome defined by the chosen bars.--Sensei 02:30, 16 September 2009 (UTC)
 * Hex removal > hexes has happened one time in the history of GW, and that was with PnH's buff, and hexes actually had a counter for a bit. You say that running PnH or Expel are bitch rolling, then what is bringing hexes? Hexes far outstrip hex removal. Period. My HA team brings four hex removals, like I said, one of them being Expel. We still get hexed into the ground. Easily. Quickly. Hexes are OP, that's just the way it is. -- Tha Reckoning  [[Image:User Tha Reckoning Sig.png|19px]] 02:34, 16 September 2009 (UTC)