ArenaNet:Skill feedback/Necromancer/Lingering Curse

Major Nerf Needed
Too spammable, aoe, cheap, fast recharge (ESPECIALLY ON FC MESMER META)

FIX PLZ

...

 * Issue
 * Is this some kind of joke Izzy? How was this even considered a good idea, let alone an actually change to be implemented. So overpowered.


 * Suggestion
 * 15 e, high recharge. And for advice, don't buff hexes. It is never a good idea. -- Readem 02:05, 8 January 2009 (UTC)

Shard's Issue -- 18:56, 18 January 2009 (UTC)

 * Issue
 * Outrageously overpowered and impossible to deal with.


 * Solution
 * Affects one target,.

Impaled's Issue - 13:10, 8 February 2009 (UTC)

 * Issue
 * Yeah, it's really spammable and all.


 * Suggestion
 * A more reasonable one...
 * Elite Hex Spell. ( seconds.) Target and nearby foes have - Health degeneration and receive 33% less benefit from healing.

Hydra's Issue 23:49, 10 February 2009 (UTC)

 * Issue To cheap, quite a fast recharge, 33% is quite alot and it has a long duration.


 * Solution Increase cost to 10, duration up to 20, 25% heal reduction.

Ulterion's Issue --Ulterion 17:28, 17 February 2009 (UTC)

 * Issue
 * OP'd. hex with healing-redux greater than that of deep wounds' and conditions are far easier to remove than hexes (given that the stats on the hex removals are [currently] far too inefficient to cope with); five (5) energy is far too cheap for it's devastating aoe effect with near-irreversibility and forces team builds to either staple some serious hex-removals (hex breaker chant, PnH x2, etc.) or get rick-rolled by hexways (which require zero skill or effort to apply).


 * Suggestion
 * At the very least, increase cost to reduce effect to that of the hexee no [target foe only]; this promotes more skillful usage as opposed to fire-and-forgetting. If it is decided to keep the range, increase the cost to 10e/15-20r [adjacent] (or) 15e/10-15r [nearby]. Either way, make them pay for what they get. This promotes parallel function to aoeing for quick kills and forces more skillful, timed targeting do to potentially longer cooldowns (if 40/40 set fails to influence it).


 * Elite Hex Spell. ( seconds.) Target and nearby foes have - Health degeneration and receive 20% less benefit from healing.

Slight Rework

 * Issue
 * Too easy to spread over an enemy party.


 * Suggestion
 * Remove its AoE and increase the degen on a single target (similar to Weaken Knees).


 * Elite Hex Spell. For seconds, target foe suffers -5 Health degeneration and gains 33% less benefit from healing.

--70.118.205.153 03:39, 17 May 2009 (UTC)

 * Issue
 * Re-work it's description


 * Suggestion
 * AOE Deep-Bleeding- Permanently give the other team deep wound that stacks with deep wound and bleeding that stacks with bleeding.

Rising_Dusk's Thoughts - 15:30, 6 June 2009 (UTC)
Discussion
 * Issue
 * I've always wanted to see this skill be a real hitter. Ever since the advent of the new Wail of Doom, I feel that something like this might be viable in both PvE and PvP.
 * It's very high-powered, but extraordinarily short-lived, much like Wail of Doom. This makes it substantial for a team effort when you need to hit that healer at the moment he can't heal himself.
 * Would be an absolute blast in PvE to time this with teammates' nukes. It would give the Curse line a bit more life than just Spiteful Spiriting anything that attacks.
 * I considered the possibility that this could be chained in PvP against a single target to facilitate spiking it, but as a hex spell it can be removed by monks.
 * Note that this does not prevent the casting of healing spells on the target, just makes them not heal the target. Abilities such as Cure Hex could still be cast on the target to remove the hex and then heal after the hex has been removed.
 * Suggestion
 * - - (Curses) - Elite Hex Spell. ( seconds.) Target foe has - Health degeneration and gains no benefit from healing.