ArenaNet:Skill feedback/Warrior/Lacerating Chop

SavageX Issue -- 00:54, 21 February 2008 (UTC)
Discussion
 * Issue
 * This skill is lackluster. Knocking down an opponent just to make him bleed is not worth the effort.


 * Suggestion
 * I suggest going the Axe Twist / Axe Rake and replace the conditional with "if target foe is suffering from a deep wound" instead of knocked down.

Well the idea is axe shouldn't have an easy access to bleeding, but if he had shock he could run it, *remebers pally running this thing* lol, so it's not a priority to improve just because axe having a stable bleed isn't super important. Izzy @  -' 02:43, 21 February 2008 (UTC)
 * True, it's not super important. So what? Fucking do it, what's the problem? Just take TEN MOTHERFUCKING SECONDS to modify the requirement, it will still be an entire skill slot just to inflict conditionnal bleeding, what overpowered combo would emerge, tell me? 86.204.60.28 13:08, 28 November 2008 (UTC)
 * He's saying there are more important things to deal with than giving axes an easy way to cause bleeding. And I get the impression you have no idea how coding works, otherwise you would know that it wouldn't take ten seconds to remove all the old code and re-code it.  Otherwise they would have done that by now.
 * It's not because you don't know anyting about coding that everyone does, and you are also assuming that Anet are dumb and don't have an specific interface for coding skills. You think changing the condition of an "if => then" requires to rewrite the entire skill? That says a lot. Only Anet knows the whole picture, but for this very precise case, let me give you the two more probable possibilities:
 * 1-> You can be almost sure that they have a specific interface for coding skills and that the prerequisite for bleeding is simply a scrollable menu, or a space you have to fill with the adequate text. If you knew a little about programming you would know how painfully obvious it is because actually, it would be hard, as a programmer, NOT to end up with such a system.
 * 2-> Let's assume Anet are dumb and don't have an interface. Still, it's just one line. From "If Target-> KD then Bleeding" to "If Target-> DW then bleeding".
 * I truly can't imagine how a programmer could be that bad that in order to do that, he would have to "remove all the old code and re-code it". It's okay not to know, really, but if you don't know, don't bother people that do. 92.138.248.241 23:19, 16 January 2009 (UTC)

Pluto's Issue 17:49, 5 March 2008 (UTC)

 * Issue
 * Conditional effect is weak.


 * Suggestion
 * Make it more effective when the condition is met.
 * 5a: Strike for 5...17...20 damage. If it strikes a knocked down foe, this skill causes bleeding for 5...17...20 seconds and strikes for an additional 5...17...20 damage.

Useless skill

 * Issue
 * The skill just plain sucks and has no meaningful place on any skillbar.


 * Suggestion
 * 6 adrenaline, "If Lacerating Chop hits, +5...17...20 damage. If target foe has a Deep Wound it strikes for an additional 5...17...20 damage." This would make it useful in low-end PvP while not overpowering it in high-end PvP(spamming deep wound = food for an RC prot)
 * That's why Wounding Strike isn't overpowered, amirite? 66.75.136.251 17:31, 6 December 2008 (UTC)

Bathory's Issue 22:13, 4 April 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * Bleeding is a statistically weak condition, since Axe Mastery has no knockdown skills of it's own, it has to jump through hoops just to get a weaker condition.


 * Suggestion
 * Axe Attack. Inflicts Bleeding condition ( seconds). Inflicts Deep Wound condition ( seconds) if target foe was knocked down.
 * This would keep this skill's knockdown condition. Even though the access to bleeding is made easier, this would be an improved version of Dismember only if you had knockdown on your own bar or had a team-mate working with you. If this is too powerful next to Dismember, it should still be changed to include Deep Wound, just with higher cost (such as 6 adrenaline, or a 5 second recharge to hinder constant usage).
 * This would keep this skill's knockdown condition. Even though the access to bleeding is made easier, this would be an improved version of Dismember only if you had knockdown on your own bar or had a team-mate working with you. If this is too powerful next to Dismember, it should still be changed to include Deep Wound, just with higher cost (such as 6 adrenaline, or a 5 second recharge to hinder constant usage).