ArenaNet talk:Skill feedback/Monk/Holy Veil

Armond's Discussion
Mesmers would have to run diversion + shame to get thru on just one monk (pre-veil, re-veil) 8 seconds would be too strong, leave it as it is 24.141.45.72 00:32, 20 February 2008 (UTC)
 * See comment on Smite Hex. -- Armond Warblade[[Image:User Armond sig image.png]] 00:42, 20 February 2008 (UTC)

8-10sec recharge, 6 recharge would make this powerful skill way too strong 189.70.157.91 00:56, 20 February 2008 (UTC)
 * This is strong against hex stacks already--Life Infusion &laquo;T&raquo; 01:26, 25 February 2008 (UTC)
 * You have to be kidding me. This is strong against the critical hexes in a hex stack; this is worthless for getting off the other three hexes. -- Armond Warblade[[Image:User Armond sig image.png]] 01:37, 25 February 2008 (UTC)
 * I already see some teams bring Convert Hexes and Purge Signet (Energy hiding weapons anyone?). Buffing hex removals in general not only affects HA but the smaller arenas as well. Who would use hex anymore? I do not think buffing hex removal is a solution for the HA problem. HA has always gave necros an environmental advantage over energy. I think you should look at the mechanic behind how necros fuel the continuous hex spamming instead. Buffing a widely used skill to remove a stack of hexes (maybe worth 50+ energy) is too powerful. --Shadetz X 12:17, 27 February 2008 (UTC)
 * Who cares about HA? The maps are broken, the best teams hit t-space hardest, and SH-way/smiteball are actually considered "viable". -- Readem 12:34, 27 February 2008 (UTC)
 * They should really fix those maps. They are so cramped it makes AoE very powerful. --Shadetz X 12:49, 27 February 2008 (UTC)
 * I never did understand why purifying veil makes conditions expire faster but this doesnt do the same for hexes. Maybe not upto 50% or so but a small degree might help and shush some people up.  74.229.66.241 19:49, 29 February 2008 (UTC)
 * I agree that hexes can be pretty OP, but Holy Veil is probably the hex remover in least need of a buff. Unlike most other hex removal skills, this scales with the number of hexes foes use, to an extent, since teams throwing hexes around will get slowed down while you maintain it.
 * Yeah, but that doesn't make it good, a la, say, Dismiss. -- Armond Warblade[[Image:User Armond sig image.png]] 19:58, 8 October 2008 (UTC)

Falcon's Needs to happen. Makes it a lot better and still fair. lessen the healing perhaps though.--72.189.85.14 01:57, 2 January 2009 (UTC)
 * I like Falconeye's suggestion a lot, though maybe keeping it to removing only one hex when it ends would be safer, imo. It's already probably the most popular hex removal skill in the game. 86.0.102.3 14:56, 11 January 2009 (UTC)
 * There's no reason to implement any of these changes. This skill is great and popular. Balance is decided on what people bring - and this is brought often for an effect that is helpful but not game breaking. If you're using this as your only hex removal you shouldn't expect to be able to clear them all, just like with any other hex removal. Bathory 10:23, 3 May 2009 (UTC)