ArenaNet:Skill feedback/Dervish/Wounding Strike

Lightblade's Issue -- 23:27, 25 April 2008 (UTC)
Discussion
 * Issue
 * Overpowered due to last update.
 * Wounding strike applies deep wound on a 3 second interval. Deep Wound, being one of the most powerful condition in the game.  Should not be able to stick to a target 100% of the time.  This thing recharges even faster than Mending Touch.
 * Applies Bleeding together with Deep Wound causes the deep wound to be able to kill when the target has less than 20% health. This becomes extremely overpowered when used by Crit Assassins. (200+ damage that kills)


 * Suggestion
 * Increase recharge to 8 seconds.

Shard's Issue -- 1 June 2008

 * Issue
 * Unconditional bleed and DW on up to three people faster than 2 RC monks can remove them is the most stupid f***ing thing I've ever seen.


 * Solution
 * Lose one enchantment. If you lost an enchantment this way, target foe suffers deep wound and bleeding for (whatever) seconds.

ArisB's Issue

 * Issue
 * Outside of GvG and any other area where skills that remove all conditions are commonly used, this skill applies a Deep Wound that is ridiculously hard to stop because of the nature of those areas. A monk in RA will generally have Dismiss Condition, Mend Condition, or Draw+Mending Touch, all of which cannot remove the two conditions this skill applies faster than those conditions can be removed. While I think that the Bleeding is genuinely useless, the main purpose which makes it so powerful is for it to cover the Deep Wound so that no RA, TA, or other general non-RC monk can remove on a timely basis. My idea would be for this skill to simply have a different role on the battlefield instead of becoming the be all end all DW applicator 3000 with Jet Dry Windows! All for only $19.95/5 Energy.


 * Suggestion
 * 5[[Image:Tango-energy.png]]5[[Image:Tango-recharge-darker.png]]

If this attack hits, target foe suffers from Bleeding and Deep Wound for seconds. I am aware that everyone will say "We said nerf! Not buff!" The big change to this skill is that Deep Wound would cover Bleeding. The WoH Monk in GvG will not be going crazy trying to remove a DW that will reapply itself in an instant anymore. After all, DW is the only thing which makes this skill useful, because none of us took it for Bleeding. If the Dervish wants to spike, then he will still be able to, a la Wounding Strike Spiker, because the skill would still have a recharge and effect allowing the Derv to spike with it. It would be a nerf to the skill, but the reason I'm not going crazy with it is that I do not like it when skills are made for a name and no functionality. If this road or another non lethal road is not taken, then I suggest a revert to the Pre-March 6, 2008 version of WS, which was effective and not OP. ArisB24.205.38.234 23:38, 8 June 2008 (UTC)

Deep Wound covered by Bleeding every 4 seconds is stupid

 * Issue
 * Recharge and cost are stupidly low.


 * Suggestion
 * Increase energy to 10, OR increase recharge to 7.

Slightly different suggestion

 * Issue
 * I really like this skill, but the reason is that it's too powerful. Spammable, AoE Deep Wound covered with Bleeding is not good, even on a melee attack with a slow, two-handed weapon.


 * Suggestion
 * The way I see it, this is a pressure skill. Normally, Deep Wound is applied for a spike, and here you can still do that. But even outside of a spike, this skill applies immense pressure since you can spread two conditions to multiple foes easily, and the -20% healing caused by Deep Wound strains the monks even more.
 * I would suggest something along the lines of:
 * . 5 3.
 * Elite Scythe Attack. If this attack hits, target foe suffers from Bleeding for seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for  seconds. For each foe you inflict Deep Wound on, Wounding Strike takes an additional 3 seconds to recharge.
 * Nerfing the Deep Wound duration would make it still useable as both a spike and pressure skill, but would mean that some Deep Wounds, at least, might run out before the monk heals them, relieving the energy strain.
 * Adding the recharge increase would prevent massive spreading of conditions to multiple foes over and over, giving monks more time to deal with them or forcing you to take it in turns to hit WS with another derv.
 * Bear in mind that the Deep Wound is conditional (albeit a reasonable easy condition in most situations). For this reason I suggest the increased recharge only be added if the Deep Wound is applied, since the Bleeding alone is bad enough as it is.


 * Alternate Suggestion
 * By making the Bleeding which covers the Deep Wound less reliable, the Deep Wound becomes easier to remove. I would suggest something like this:
 * . 5 5.
 * Elite Scythe Attack. If this attack hits and you are under the effects of an enchantment, target foe also suffers from a Deep Wound for seconds. If your foe is not under the effects of an enchantment, that foe also suffers from Bleeding for  seconds.
 * A slight recharge increase decreases the frequency with which the Deep Wound can be applied, and the fact that the Bleeding is now conditional decreases the overall pressure of the skill since it won't always cover the Deep Wound or cause the extra degen.

Too Spammable

 * Issue: See Above
 * Use it as conditional all purpose setup for other scythe attacks.


 * Suggestion:
 * - - (Scythe Mastery) - Elite Scythe Attack.
 * Inflict Bleeding condition ( seconds) if target foe is crippled.
 * Inflicts Deep Wound condition ( seconds) if target foe is bleeding.
 * Inflicts Cracked Armor condition ( seconds) if target foe has deep wounds.
 * Inflicts Crippled condition ( seconds) if target foe has cracked armor.
 * a fighter class will never have a cracker armor aplication w/o the use of a secondary profession or coordination between members99.204.70.116 06:26, 2 February 2009 (UTC)

Dark Morphon's Issue

 * Issue
 * Spammable DW is baed.


 * Suggestion
 * Increase energy cost to 10, increase recharge to 6, decrease Deep Wound duration to 3...9...10, add +5...17...20 damage.

Makku's Issue

 * Issue
 * Overused, overpowered, by far the best attack skill in the game, executed with the most abused weapon in the game. Now that WS should have sold enough copies of GW:NF, it's about time for it to get smiter's-booned.


 * Suggestion
 * Increase energy cost to 25
 * Increase recharge to 90s
 * Increase activation time to 5s
 * Change functionality to: If this attack hits, target foe suffers from Bleeding for 5...17...20 seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for 5...17...20 seconds. If this attack gets interrupted you and all your party members suffer from Deep Wound, Dazed, Cripple, Cracked Armor, Poison and Bleeding for 60...50...40 seconds and are knocked down for 8 seconds. While activating this skill, you are easily interrupted.

Couldn't agree more! -- Treasure Boy   Talk  17:23, 6 October 2008 (UTC)

Jebus's Issue

 * Issue
 * Definately imba. Spammable DW with Bleeding every 3 seconds. 5 energy skill.


 * Suggestion
 * If this attack hits, target foe suffers from Bleeding for 5...17...20 seconds. If target foe is already suffering from Bleeding, target foe also suffers from a Deep Wound for 5...11...13 seconds. This attack only deals 1...12...15 damage.
 * Increase recharge to 5.

By making the DW conditional if and only if they suffer from Bleeding, enemy monks have a chance to cope with the DW by removing Bleeding quickly. The problem is that this could still be widely used in a team with a Barbed Spear user or a Barbed Arrows user. 2 Wounding Strikes could also be used, hence the reason why the damage is greatly reduced to resemble that of Distracting Shot. I Am Jebus 00:05, 20 October 2008 (UTC)

Erasculio's Issue -- 13:59, 21 October 2008 (UTC)

 * Issue
 * Overpowered.


 * Solution
 * Elite scythe attack. Lose one enchantment. If you lost an enchantment this way, target foe suffers Bleeding for x...y seconds and loses one enchantment. If target foe lost an enchantment this way, that foe suffers Deep Wound for x...y seconds. Recharge up to 8 seconds.
 * The skill would then be an elite version of Rending Touch, only requiring the user to lose an enchantment in order to work (and the target to lose an enchantment to be 100% effective), and being blockable. Deep Wound would also cover the Bleeding, not the other way around.

Raine's Issue

 * Issue
 * Elite Scythe Attack. If target foe is not suffering from Deep Wound and Bleeding, they are now.  If you are an Elementalist secondary, they also lose ~70 Health.  That foe suffers from Deep Wound as long as you continue to target them unless there is an RC Monk in their party, in which case the RC monk must spend as much Energy as you to keep things alive.  If there is not an RC monk present, the other team's monk heals for 20% less on everyone who needs it most.  If this attack is blocked, it recharges faster than Guardian, and some other poor victim is dying by the time they get protted.  If this attack does not inflict Deep Wound, then the other team's enchantment removal is entirely devoted to keeping you shut down.  If your target was a squishy with less than 40% maximum health and not suffering from a Deep Wound, that foe dies.
 * I love using this skill. It makes things die.
 * It's not balanced.
 * Yeah, Dervishes lack a lot of things that Warriors have. It shouldn't take overpowered skills like this in order to "make up for" the shortcomings of the class as a whole.  Dervishes to assloads of damage; that's not justification for their having so little utility.  Conversely, their having so little utility is not justification for them being able to three-shot things.
 * Comparing this attack to Eviscerate is pretty common. On the note of that comparison, a two-handed scythe attack should be more powerful than a one-handed axe attack.  But not this much.  Losing 26 AL (after shield) and 13% Armor Penetration (typical) should be balanced with some kind of offensive upgrade.  But not like this.  Sacrificing tons of utility should be given some kind of reward.  But not the ability to be able to do Assassin-Caliber damage without fragile chains, on a consistent basis.
 * I think this is not being balanced because, as we've all seen, undeniably, balance is done according go GvG, and, rarely, HA.
 * There are no Dervishes in GvG.
 * That should say something.
 * Balance the class, balance this skill. Balance the game, please.
 * There've been some steps in the right direction; keep it up.


 * Solution
 * 10 12 Elite Scythe Attack. If this attack hits, it deals + damage and inflicts the Crippled condition for  seconds.  If you are under the effects of an Enchantment, the bonus damage from this attack is doubled and it also applies a Deep Wound for  seconds.
 * I'm assuming that the Dervish is enchanted in this suggestion. That'd give it Reaper's-Like bonus damage; appropriate for an elite two-handed scythe attack.  The Cripple would cover the Deep Wound but expire quickly, effectively NOT allowing a perma-covered-Deep Wound on a target, but allowing instead the ability to land follow-up attacks.  10e 12r isn't spammable, but this would make it a very effective spike skill, much like Eviscerate with added benefits because of the aforementioned inherent weakness of the Dervish class.  I think that in this form, it would be more like an elite Pious.
 * Suggestions, please. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  04:41, 12 November 2008 (UTC)

Halogod's Issue -- 18:43, 29 December 2008 (UTC)
Discussion
 * Issue
 * Overpowered due to this update.
 * Wounding Strike applies two conditions that can kill things very quickly. Even the Bleeding covers deep wound. And you have to remove two conditions to get to the DW, but it's probably already reapplied.


 * Suggestion
 * Split
 * (PvP)
 * Revert it back to the old Wounding Strike
 * (PvE)
 * Leave as is, since most of the time they use avatar forms anyway.


 * And Why?
 * Lol, cause you can easily just remove Deep wound with out cover shit.

Ulterion's Issue --Ulterion 21:10, 17 January 2009 (UTC)

 * Issue
 * Too many crybabies whining and failing at Guild Wars (PvP).


 * Suggestion
 * 25/90 it or find some way to destroy it's usage completely, forcing the dervish class to use another less-viable elite attack and apply deep wound less with so that others can lose less (maybe).


 * Why?
 * Why not? Too many QQ's and not enough pew-pew's. I personally think WS is fine the way it is, but Anet's always responded to lamers that fail at Guild Wars (PvP) and so I forcast Nerf Winds picking up followed by Taunting Storms headed in WS-User's path.