Feedback talk:User/Talamare/Binding Chains

I would scale this like Icy Shackles - Hex Spell. seconds target foe moves 66% slower and while in earshot of ally spirit moves 90% slower.

The 5 is too cheap for a speed debuff, the 1 might be fine given another skill version it's just too quick here, the 8 is simply too quick and allows overly frequent availability and use. The combination of it all is just too much. ~>Sins  WDB 18:35, 22 September 2009 (UTC)
 * bumped recharge to 10, a 33% snare with 50% uptime and a conditional 66% uptime doesnt seem that imba Talamare 21:41, 22 September 2009 (UTC)
 * The recharge change is so insignificant. 12 was the minimum recharge it should be.  Low recharge hexes a big problem, because removal is so limited.  Also low recharge speed debuffs are a problem because of the ability to frequently change disrupt the other team, either by slowing their melee and preventing damage or by slowing a runner or by slowing a potential spike target.  Since, low recharge spells can be used more frequently it means they have a better chance of gaining an HSR effect further increasing the frequency these skills can be used.  Longer recharges and longer effects make removal worthwhile  and effects counterable.  I point this out in my suggestion for the conjures.  That's also the reason I offered a more powerful effect to compensate the increase in recharge.  Icy Shackles is good example of a skill that offers powerful conditional speed reduction, that's why I recommended you use that for inspiration. ~>Sins  WDB [[Image: User The_Sins_We_Die_By_Sig.png]] 22:11, 22 September 2009 (UTC)