ArenaNet:Skill feedback/Mesmer/Confusing Images

<-- Skye Marin's --> Issue -- 04:33, 29 February 2008 (UTC)
Discussion
 * Issue
 * A little outclassed by both Diversion and Arcane Conundrum, but definitely has some use against caster spikes.


 * Suggestion
 * Lower the recharge a small amount, perhaps to 12, or maybe increase range to nearby.

Shadetz' Issue --, 5 June 2008 (UTC)

 * Issue
 * The illusion line already has better options for increasing casting time. The effect is strong but is dependant on other skills to become effective. 6 seconds uptime with 15 seconds recharge makes this skill an unpopular choice for interrupters.


 * Suggestion
 * 10e/1c/20r (PvP) 5e/1c/10r (PvE)... For 1...5...6 seconds target foe's skills have a 50% chance of failure. When skill activation fails, target foe takes 5...41...50 damage. 50% failure chance with Fast Casting 4 or less.

The idea came from my memories of old school pokemon games. This change would bring some 'OMPH' effect into gameplay and some hilarity. The fast casting requirement is to prevent Wail of Doom necros from abusing this.

213.100.146.85's issue 11:44, 15 October 2008 (UTC)

 * Issue
 * This spell is too easy to counter with a 1/4 seconds cast spell which almost every spell focused build has, also the recharge is too long for it to be useful since its so easily counterd, it doesn't pose as any real threat.


 * Suggestion
 * 5e/2c/15r for 3..5..6 seconds. Targets foe's next 1..2..2 spell's cast time is set to 1..2..2 seconds.

The change I proposed would make this skill useful and usable for its originally intended purpose.

62.158.97.47 02:03, 6 December 2008 issue

 * Issue
 * The same as the IP above


 * Solution
 * I came up with a similar solution as the user above and came here to report it, just to find that somebody else has suggested this way of implementation, my suggestion is as follows:

"A Monk with this hex on will just cast Patient Spirit and it'll end - stupid. I propose a change to this skill!!
 * For 6 seconds, the next spell cast by target and all adjacent foes takes at least 1 second to cast. 10s recharge, 5e, 1s cast"

Justgetmein 18:31, 9 April 2009 (UTC)
Issue
 * Much better skills

Suggestion
 * Enchantment Spell. (4..13..17 seconds) Your skill activation is hidden from foes. 10e 2a 20r

It means that the skill monitor is hidden from the opposing team. It would make it harder for opponents to interrupt key spells, for the player to know what you are hexing them with until it's cast on them or if your healing/buffing your team with god knows what. I believe it adds a layer of strategy since if you know the skill animation you can know what skill is being used and to become observant (i.e Sympathetic Visage), also it diminishes your level of threat for the team for a while until they find out what you are doing. And the name fits the skill description. I imagine that the programming of the skill won't be simple for anet

Lou Wolfskin 22:47, 31 August 2009 (UTC)
Suggestion
 * 10 Energy, 1/4 sec Activationtime, 20 Recharge

''Hex Spell. This spell interrupts target foes skill, if succesfully interruptet the next skill in (1..3..5 seconds) takes twice the time to be activated.''

Sure this would be a big change but it would also be a great new oppurtunity i think as it would serve two tasks, first interrupting your enemy, second hindering his next skill.

Don't know if it would be that good but at least it would come up to it's name i guess....