Feedback talk:User/SylvXIII/Visions of Regret

Unconditionally? "additional damage if not under the effects of another Mesmer hex. " -cough- Dinsy 00:15, 4 June 2010 (UTC)
 * Adjacent range is not very big... This is a skill that punishes bad players. If you are good it should be highly unusual for this hex to apply to more than one player on your team outside of maybe a melee convergance for a spike. If multiple casters are getting hit by this spell on your team maybe you need to rethink your tactics and not suggest that the skill should be changed to suit your poor play. On top of this there are plenty of direct and indirect counters to this skill. 1) Dont use skills, then unload those skills when the hex wears off 2) Cast spirit bond on the person hexed with this skill 3) Interrupt it while the mesmer is casting it 4) remove it with hex removal, as its likely not covered --Draygo Korvan 00:22, 4 June 2010 (UTC)
 * Regardless of his team's play style (even if you do Dball, eventually hexway will drown you in hexes anyway) the skill is overpowered. The whole "it has counters so it's balanced" thing is so taboo that it's amazing. A skill having counters does not make it balanced. I agree that removing the multi-target thing for this skill would help it on it's way to being more balanced, but it just needs to not exist, it's one of those things like bsurge that shouldn't even be in the game. -- Tha Reckoning 00:50, 4 June 2010 (UTC)
 * Removing the multi target component wouldn't change it at all in the pvp scene, except it's usablity against bad teams, and hench teams. If you think it's overpowered fine. But this suggestion would do little to nothing to change how overpowered it is. One way to nerf it would be to make its conditional 'any hex' instead of 'mesmer hex' so you can't use cheap necromancer hexes to cover this skill. If your team is having a problem keeping it off multiple people at once, then your team needs to learn a little positioning. If you think hexway itself is overpowered nerfing this one skill won't change that one bit. --Draygo Korvan 00:55, 4 June 2010 (UTC)
 * Hexway itself is overpowered as well, but this skill shines in gay overpoweredness because of it's raw shutdown power. Who needs to pblock a monk when you can VoR it for less energy, and get the same effect? Like I said, it just needs to go away, it's way too much power creepan. -- Tha Reckoning 01:00, 4 June 2010 (UTC)
 * Elite Hex Spell. (5 seconds) Target foe takes damage when it uses a skill and an additional  damage if not under the effects of another hex or condition or enchantment. Tbh. This way it really does give visions of regret, just to the person that brings it instead of an elite that does something.  -~=Ϛρѧякγ  User Sparky, the Tainted guided sig.png  (τѧιк)  01:23, 4 June 2010 (UTC)
 * We have enough useless skills thanks. :P Dinsy 14:31, 4 June 2010 (UTC)
 * I'd rather have sparky's version than the current, tbh. -- Tha Reckoning 18:41, 4 June 2010 (UTC)
 * So, AoE shutdown is bad, but unconditional shutdown for single targets with 1 skill is ok? This change isn't enough. ~Shard  [[Image:User Shard Sig Icon.png]] 02:07, 14 June 2010 (UTC)

Well I missed out the small discussion in here...here goes my view. When they pretended to nerf VoR, they gave this multi-target functionality which is, in my opinion, one of Anet's worse. A warrior linebacks to help his monk, A target is called and both Warrior and Sin collapse on a same target, a Ranger mends touch an ally, a player runs close to his ally randomly, a team retreat through a chokepoint, a bodyblock and so on. Balling up has many tactical uses in the game. That being said, the fact a SINGLE skill can shut down MANY people for 10 seconds, no matter the character type is utterly out of balance. I can accept this skill as an hybrid empathy/backfire skill with the status of Elite and a screwed up synergy with the 2 previous skills. My suggestion does not balance this skill, it simply kills a powercreeped functionality that was uncalled for. @Dinsy. Yeah right this would be conditional if it would end with another Mesmer hex. Less effective with other Mesmer hexes is not a condition for the shutdown appliance, just a tidbit of balance mechanism that should exist with more hexes. @Draygo. You are wrong. I won't even spell it out clearly. A change, by definition, changes something. Let's change Empathy and Backfire to Aoe to punish "bad players". That's good? Not at all. @Reckoning. I agree this is a skill that should simply not exist. @Sparky. Sure, 25/90 is the easy solution to everything. @Shard. This is certainly not enough to balance the skill. As far as my suggestion goes, "1" is more balanced than "at least 1". Is unconditional shutdown ok or not on a single character? Sig of hum, Diversion, Blackout, Empathy, Backfire: shutdown skills, conditional or not (hell empathy isn't very conditional on anything melee-based if we agree VoR is unconditional), exist and have been in the game for a long time. Yes, unconditional shutdown on one character sees and has seen some balanced uses in the game. SylvXIII 01:16, 22 June 2010 (UTC)
 * What we mean by "unconditional shutdown" is that you can cast it on anyone, anywhere, any time, and they will be shut down. True, removing the AoE is a step in the right direction. I would say this is more of the foot-in-the-door method of nerfing, which is miles better than A-net's door-in-the-face method. Unfortunately, the only way A-net understands how to nerf is to kill (in most cases). A-net should do more tweaks than dumps and jumps. To be fair though, we all know it could use a little stronger tweak than just removing the AoE. ;) -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  01:53, 22 June 2010 (UTC)