Feedback talk:User/Than/Guild Wars 2 - Skill Usage

If hexes can be used on allies and enchantments can be used on enemies, I can see that there will be grieving in all modes of PvP, especially in formats such as RA, AB, JQ and FA. With this suggestion, either the skills or the PvP formats need to be worked out in a different way. --Arngrim 07:50, 10 February 2010 (UTC)
 * I'm trying to work with a clean slate, instead of thinking about JQ, AB or RA. I'm only introducing what I did, because Guild Wars 2 can give other cases of importance. Such as an enchantment that redirects all damage to target X. It could be used on an enemy, or if they add a skill such as Shadow Form which allows temporary invulnerability (not that it allows invulnerability) to be the target, it would be useful to the party. Than 03:31, 11 February 2010 (UTC)
 * Even with the examples you've provided, I can't see many ways to make a skill that will work well with this suggestion. Here are some examples that are close, but still don't work.  (Let's ignore any balance issues.  Let's also ignore special cases, such as grieving.)
 * "Enchantment spell. All damage to target A is redirected to target B."  This would require two targets.
 * "Enchantment spell. All damage to you is redirected to target."  You would never want to use this on an ally.
 * "Enchantment spell. All damage to target is redirected back to its source."  You would never want to use this on an enemy.
 * "Enchantment spell. Target becomes invulnerable for XX seconds."  Again, you would never want to use this on an enemy.
 * Since you got this idea from Magic: The Gathering, can you give examples from there that will help your point? From what I can tell, it seems that game's fundamentals are just too different from GW's.  --Arngrim 06:52, 11 February 2010 (UTC)
 * This is a little easier with the MTG Cards, but I'll try to reiterate my proposal. Before I do, I would like to note that these are not all Enchantment spells, or even require a casting time.
 * For #2, if you call it like you would in GvG's or HA, an ally would likely be prepared for taking damage. Or, if all damage could be redirected, then he would be more prepared, and if not healers would be able to watch him/her.
 * Isn't #3 an Empathy for the damage caused?
 * Then, #4 of course a big change idea. A proposition, such as "Target cannot deal damage for Y seconds" would most likely want to be added. This allows the player to use it on an enemy which deals heavy damage, and of course might have a lot of power in order to not be the target. Then it can also be used on a friendly target who does not deal a lot of damage, or has damage in other forms (such as minions) but is getting bombarded on. Than 05:22, 12 February 2010 (UTC)

Bad idea. Pika Fan 05:25, 12 February 2010 (UTC)
 * I would like to know how it's a bad idea. It is giving certain enemies (and sometimes allies) invulnerability, that I understand is bad. But it also has it's bad side and good sides to vary the playing field. Than 04:53, 13 February 2010 (UTC)
 * Enchantments in MTG are usually not restricted by which player controls the target permanent because MTG has far more intricate effects and combo possibilities than GW or likely even GW2 ever will. I haven't played the game in a long time so I can't provide discreet examples but I know there are cards that will transfer an enchantment over to another target permanent or do weird things with ownership, which is probably why Wizards never made the distinction between a buff enchantment and a debuff one. Another reason would be that, as mentioned above, GW2 is an online game and as such there will be griefers, but since MTG is largely a 1v1 game and usually played IRL, there would be virtually no griefers in the game at all. I imagine that casting a debuff enchantment on your teammate's big hitter creature in MTG would earn you a kick in the shins. Bubbinska 01:13, 15 February 2010 (UTC)