User talk:Isaiah Cartwright/Izzy Skill Archive 1

=Skill feedback=

Just take a look in Jade Quarry, there are no other builds anymore... maybe add some armour vs. holy damage or make nsc scatter. --80.121.110.182 19:49, 20 June 2009 (UTC)

is affected by Expertise and quite powerful, there is no real alternative to it at the moment. Change it to "remove  1...2 "-conditions? That would set the breakpoint @ 8 prot prayers for 2 conditions removed. -- (CoRrRan / talk) 11:17, 25 June 2007 (UTC)
 * This one has been on my list of super good skills, but I think with the overly abundence of conditions out there I think this skill is really needed, the amount of healing it gives does scare me a bit, but all in all I'm pretty happy with Monks these days so it probably wont get changes for a bit ~Izzy @-&#39;
 * I seriously doubt monks would feel this change. 8 Protection prayers is not a heavy investment for most monk builds. Heck almost every meta-monk runs 8+ prot prayers. (Even LoD monks for RoF and Prot Spirit.) The only characters that would be really influenced would be the meta-R/Mo (and it would be nice to see other splits being possible again) and possibly W/Mo. But a W/Mo can easily run 8 protection, he'll just lose a tiny bit of Strength.
 * Conditions have always been abundant, I doubt that giving Mending Touch a small hit would influence the game so that conditions wouldn't be counterable. It'll just open up the ability for something else than the meta-R/Mo. And besides, the current meta-R/Mo can easily go R/A with Signet of Malice instead of Mending Touch and still be a powerful split character. -- [[Image:User Corrran sig.png|CoRrRan]] (CoRrRan / talk) 17:33, 3 July 2007 (UTC)
 * Yeah but it would really hurt anyones ability to deal with Assassins and Rangers on a split, Mending Touch is a required skill for any character that goes and falls back to the slit by making it 1 condition unless you invest it hurts the game a lot. ~Izzy @-&#39;
 * I agree with you! Removing only 1 would be almost worthless, but I do think healing from it should be reduced, but at the same time...buffed, my idea is to make this skill like healing touch, in the way that it's healing would be 2xed by divine favor. This way the skill can have a low amount of healing for the ranger, but still remove 2 effects. Yet for monks it can add quite a bit of healing (like it is now). So in short reduce base healing and allow for 2x healing bonus from divine favor. =] Thanks for your time. BetrayedArk 22:11, 1 November 2007 (UTC)

I never paid much attention to this skill as a necro (just using it as an AoE hex to power other skills like FoC), but as a paragon, I can tell you this skill stinks to be against. There is no other hex in the game that completely shuts down another profession and is so cheap and not an elite. By shut down, I mean the profession cant even get off anything (example is Shroud of Silence) not just get penalized for using skills (a la Empathy/Backfire). In all the other skills that shut down another profession (Shroud of Silence, Ineptitude, ...) their cost is very high, whether it's the fact they are elite, or their recharge given their effect is fairly long (ineptitude stops ONE attack, blinds for 10 seconds, recharges in 20, SoS stops spells for 10 seconds, disables your skill, requires TOUCH range, and rechages in 30) and, in the case of Shroud of silence, there is a hefty price of disabling skills. So, why are necros allowed to completely shut down a paragon (a whole pack of them even) as such a low cost? Paragons can still be blinded to be denied adrenaline. --Karlos 01:29, 6 July 2007 (UTC)
 * Don't expect a lot of change, Paragon's are still very good in PvP. ~ Kurd [[Image:Kurdsig.png]] 01:36, 6 July 2007 (UTC)
 * No offense, Kurd, but feedback telling me what ANet will do is not appreciated. You can provide your own opinion why you think it's or is not overpowered. But, please, you and everyone else, don't post on Izzy's talk page telling us what ANet will do. I'd rather hear him on that issue. --Karlos 02:29, 6 July 2007 (UTC)
 * While I wont comment on whether it is overpowered or not (simply too long since I played paragon in PvP), there is a big balance mechanism that needs to be mentioned: You waste one skill slot on shuting down one proffession only. This is very much like bringing Unnatural Signet. One skill totally kills of spirit spamming Rts (and minion masters). Yet with only 8 skill slots, you need to think twice whether you want to spend one of them just on the chance of meeting one class. --Xeeron 10:04, 6 July 2007 (UTC)
 * This skill is meant to be a very hard counter, while it does shutdown the Paragons ability to use Shouts and Chants, they can still use attack skills and signets, so unless you've set up your whole bar as those it doesn't completely shut you down, There are other very hard counters in the game, Power Block is a very good example. In the end the job of this skill is to counter Paragons extremely hard and force removal or interrupts of the Vocal Minority. Paragons are still strongly used in the current meta so I don't think this counter is too strong. It's also very strong at dealing with "Fear Me" Warriors. ~Izzy @-&#39;

Please remove scattering of Monster from it. It's the same as Symbol of Wrath and Balthazar's Aura scattering back in the days there was "Desert Griffon Farming"... --80.121.110.182 19:49, 20 June 2009 (UTC)

Should be returned to 1 or 2 Damage per Manapoint, the other Energy Storage Elite Skills are more useful. (Enchantments also lost so this skill is more debuffing then useful as Elite Skill.) Maybe just change function, Lyssas Aura is more powerful --80.121.110.182 19:49, 20 June 2009 (UTC)

Just effects Elementalists, other Chars just with Arcane Languor or Exhausting Assault, maybe there should be added an add, "Causes 50% slower Enchantment casting" or "Foes casts spells 20% slower." or something to bring back this Elite into game. --80.121.110.182 19:49, 20 June 2009 (UTC)

Boosts just +40 Armor against PHYSICAL and ends if you use FireMagic, Armor of Mists in this Case is much more useful with 33% Runspeed, also Frigid Armour (+40 vs physical, no burning AND complete recastable in duration of effect). Need a Boost or another effect, maybe as attackskill (cracked armor for example) --80.121.110.182 19:49, 20 June 2009 (UTC)

Elite Skill but weak compared to "Incoming!". Maybe the Skillfunction may be changed in this case. Because Tactics is less powerful then Command and the Paragon got the function of the Party-Speed-Booster now ("Fall Back!", "Incoming!"), Maybe "Retreat!" and "Charge!" are more useful with some other Effects e.g. more Armor at "Retreat!" (IWAY) and on Charge! maybe 25% IAS with shorter duration. --19:49, 20 June 2009 (UTC)

This sin skill with the prefix wild is underpowered because 1, its the only Wild prefix skill without "Cannot be blocked"; 2, because of stance ending effect - there are few stances you need to end that don't block while its in effect; and 3, you could probably lower the damage if you added that so it would be balanced with fox fangs or increase the damage on fox fangs. I think this will make Lead Attack combos more viable if this was to be done. Kenshin 00:10, 29 July 2007 (UTC)

FireFox  06:28, 22 June 2007 (UTC)
 * This is sort of a novelty skill, casters are really mean to either help or hurt the warrior, this thing really provides a strong counter vs casters, and thats not really the warriors job ~Izzy @-&#39;

Imo this skill can be balanced in a few ways. You could just make the skill an attack so any class could use it (see no att. skills...) and if that isn't enough, make the casting time 1/4 or reduce adren, and bingo balance ftw. BetrayedArk 22:00, 1 November 2007 (UTC)

Biz 11:12, 25 June 2007 (UTC)
 * This one could use a little bit of a buff, I was really worried about this adding to the overall damage stacking, but it's pretty weak. ~Izzy @-&#39;
 * This skill adding enough damage to be good would just lead to braindead passive builds. I urge you to forget about this skill, Izzy.--TimeToGetIntense 12:37, 5 July 2007 (UTC)
 * No more than conjure leads to "braindead passive builds". A good warrior with SoS is still going to be miles better than a bad one, so I don't see the problem.Symbol 17:03, 8 July 2007 (UTC)
 * Conjure kinda does. I'm planning to post something on those when Izzy catches up with us. I mean, conjure + sun and moon is pretty broken compared to all other attack skills and conjure itself promotes less utility which is never a good thing for overall player skill. --TimeToGetIntense 00:13, 10 July 2007 (UTC)
 * One of the issues is this skill stacks with Conjures, it's not very active and overall not a super strong skill, I think I could increase the number of attacks it effects and it would at least be more useful in PvE where your skill slots are a little more free, but I don't see this one finding much of a place in PvP. ~Izzy @-&#39;

ĸıjı ( ♪.♫ ) 17:31, 25 June 2007 (UTC)
 * Agreed this could use some buffage ~Izzy @-&#39;
 * Decrease the cost to +75% and the recharge to 5...41...50% ? Or something along that line.. [[Image:Verata%27s_Gaze.jpg|20px]] ĸıjı  ( ♪.♫ ) 18:22, 9 July 2007 (UTC)

^^ --Akaraxle 12:45, 29 June 2007 (UTC)
 * We've really moved the Ele away from the Elite energy management, it forces the builds into weird places and I've been really happy with the diversity in elites the Ele can use these days. ~Izzy @-&#39;

Erasculio 14:44, 3 July 2007 (UTC)
 * This skill is super weird I had a fix I wanted to try for it which is allow it to hit someone twice, but the end the Ritualist have so much spike power right now I prefer to just leave this skill as it is for now. ~Izzy @-&#39;
 * How about 'For each Nearby ally, one Nearby foe takes 15..99..127 damage (should at least top Flame Burst). For each foe that takes damage, one Nearby ally gains 15..99..127 health and 5 energy'. It sounds like a Clamor of Souls to me, and it would give versatility to the skill, which is more interesting than giving Rts yet ANOTHER spike skill. I think that a lot of Rt skills could benefit from having a bit less of +damage as bonus when requirement is met and extra utility instead. Would give versatility to the class and move them away from 'spike spike spike'. Patccmoi 11:22, 5 July 2007 (UTC)

Heals only very slightly more than Heal Other, despite the same energy cost and comparable recharge/activation time, yet carries the hefty disadvantage of not delivering the full health immediatly and being an enchantment which could be shattered. Very inferior to many 5e skills in situations where many targets are under attack. Only thing speaking for it might be skills which require enchantments (dervishs), but a sleight boost would be nice. --Xeeron 16:56, 3 July 2007 (UTC)
 * Well I think there is a huge difference between a self target and a other target. I think this skill is a bit on the weak side for sure, but if I was gonna change it I would just increase duration a bit or drop casting time. This could easily be a .25c and it would still be balanced. ~Izzy @-&#39;

Not so much under-powered, but broken. I have yet to see any situation where this skill is helpful. Well scratch that, there is hex removal, but I'd still like to know if anyone uses this. --Xeeron 16:56, 3 July 2007 (UTC)
 * Yeah it was a really odd ball skill, once paragons are a little more stable I'll start looking at tweaking these unused skills they have a handful of them. ~Izzy @-&#39;

and
Prophecies era skills that have been left behind by the power creep introduced with Nightfall and continuing skill balances. They both need more damage. Uncovered conditional cripple for 7a kinda sucks when I can get an unconditional +42 damage from executioner's and hopefully secure a kill outright. Axe Rake needs at least to do at least +5...17...21 damage. Axe twist is just odd, weakness is only really good vs physicals, but linebacking isn't an axer's typical job. I'd up the +damage to 1...25...33 to start, that way it's a credible alternative to executioner's, a bit less damage in exchange for a cover condition that may or may not be useful. --Symbol 19:02, 4 July 2007 (UTC)
 * Axes guys where never really meant to be a very good linebacker, this was just an old skill that feel into the wrong weapon type, there are some very oddball builds that use this with Victory is mine, but increasing this would just push the axe guy into rolls he's not meant to be really, so I don't this getting a buff anytime soon. ~Izzy @-&#39;

Izzy, I am sorry to say that I disagree with you, currently the "Axe class" has no "snare" to keep the target from moving away from damage. The "Hammer" has KD's and the "Sword" has Cripslash, so why doesn't the Axe?. Also I resent that you will turn your back on a skill you made, I think that is just a bad set of thinking. In order to make this skill much better, the cripple effect would have to be a 1/2 second cast (See Crit chop, and others). Some could disagree with me, but the fact still stands that you made a promise to the GW community that you would be in charge of balancing skills, and by simply saying "I made a mistake" or it's "oddball" isn't an excuse to not be pushing yourself to correct these skills. This skill has become your baby, and I for one am sad to hear that you are giving it an abortion. BetrayedArk 21:52, 1 November 2007 (UTC)

I don't think I've ever heard of a Necromancer using it over Blood of the Master since its nerf to have such a huge cooldown. I think the cooldown is much more important than the other costs paid. --T-Lo 02:52, 5 July 2007 (UTC)
 * Yeah part of our goal was to push people away from this skill, it's not very active and it allows for Minions to stay alive for an extremely long time, so the huge cooldown was meant to really make this skill practically un-viable in place of blood of the master which is a way more active skill. That said we probably over did it a bit and I think the cooldown could come down a little but it's one of those tweaks that really isn't important in the grand scheme of things and probably wont happen for a while. ~Izzy @-&#39;
 * Since when have MMs ever been active? I thought all you were supposed to do was stay out of range and let your minions do the killing so that you don't die after which your team follows. Done25 03:11, 31 July 2007 (UTC)

This one is just too energy innefficient really and the power of the effect is highly situational, also, we have more than enough small-prots to choose from which don't cost 10 energy. It looks like some kind of healball skill tbh. I propose that it be reworked to be the Gift of Health equivolent for Healers; It should be a 5 energy, powerful prot which disables all of your Protection Prayers. Perhaps something like... 5 energy, 1/4 cast time, 7 recharge"Target ally gains +1...24 armor and +1...16 damage reduction for 1...6 seconds. All of your other Protection Prayers are disabled for 10...5 seconds." This would promote the use of Orison on healers too (I don't think that the 3/4 cast I proposed for Orison is honestly good enough by itself to make Healers go without RoF), because they wouldn't be able to use RoF if they wanted to take advantage of such an efficient and powerful small-prot. --TimeToGetIntense 03:26, 5 July 2007 (UTC)
 * I guess I feel there a lot of block out there right now and while I tried a very small change out there, I think this skill needs alot more work to become a useful skill it doesn't really have a strong place and it needs something to make it worth running on anyones bar expected people to be balled up in any PvP type makes this skill extremely weak. Now you could change this to something like within earshot and reduce the heal and it could become viable but I really want to hammer out the heavy block meta before I go increase any other block skills. ~Izzy @-&#39;

I guess it could be used to disable and steal Ressurrection Signets, and to disable an Assassin's combo by disabling key skills, but both of those are a bit random, and are not that useful... Erasculio 03:37, 5 July 2007 (UTC)
 * I can't think of a way to buff Simple Thievery significantly without altering its mechanics (doing something like changing it to 5 energy or 1/4 cast time won't make it better). --Ufelder 07:13, 7 July 2007 (UTC)
 * I've been trying to come up with a build to use this thing, Mainly with all the monks around using GoLE, you could really hurt them with this skill, but in general I think as an Elite this skill will have a hard time justifying it's place on any bar, it's just not a super elite effect stealing Res Signets while cool is still very time consuming vs brining a repeatable res which is non Elite. ~Izzy @-&#39;

hmmm serisouly 45 second cooldown seems harsh...just my 2 cents but maybe you could change the recharge to 20-25 seconds or so, half the deep wound, and make it cause deep wound the next time you hit with a lead attack? would bring back lead attack bars, or just make it for the next dual attack. No skill should be this pathetic tho 65.11.180.237 04:02, 9 May 2009 (UTC)