ArenaNet talk:Skill feedback/Warrior/Decapitate

Here my idea to this skill: "Elite Axe Attack. You lose all adrenaline and suffer from weakness for 10 seconds when it ends. If this attack hits, you deal +5...41...50 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit."
 * Balanced by weakness is far better than losing all your energy and implies the power you put into this attack. A. von Rin 01:41, 23 February 2008 (UTC)
 * Good idea imo. To word it better make it like this: "Elite Axe Attack. If this attack hits, you deal +5...41...50 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit. You lose all adrenaline and suffer from weakness for 10 seconds " Skills work in order of how they are written.--The Gates Assassin 05:38, 23 February 2008 (UTC)
 * You are right, thx. Now it sounds far better... ^^ A. von Rin 20:14, 23 February 2008 (UTC)
 * agreed. --Life Infusion &laquo;T&raquo; 01:43, 25 February 2008 (UTC)
 * Much better than what it is atm but I still can't see many options opened to such an axe war. Loosing all adren would mean no Rush as counter stance, so you would need enraged/sprint and that needs energy. You would still also have to use and energy attack as a decapitate followup and frenzy with that too. So if you wanted to go with a more or less typical warrior it would make him way too energy heavy, not to mention runing that with shock >.<. I dont think such an axe war would live to be as popular or an viable alternative to the ever popular eviscerate shock axes... I think that for axe warrior loosing either all adren or all energy is just to much to make anykind of skill viable, specially if the skill was supposed to be used as the opening spike/burst skill. I would like to see an alternative to current shock axes...--Vort3x 20:14, 27 February 2008 (UTC)

I disagree with the suggestion to change Decapitate's disadvantage to self-inflicting weakness. It will have the same issue as Wearying Strike.
 * Yes. It might look like a more viable and "better" disadvantage on paper. But it would not make the skill an alternative or more popular. People will just go with Eviscerate/Executioner's Strike, and retain their energy and adrenaline for rush/frenzy or whatever. I will make an alternative suggestion and put it to discussion here. --Longasc 12:19, 28 February 2008 (UTC)

Since Decapitate is so powerful, the complete loss of energy and adrenaline is understandable. The problem is that the enemy can be hit with the deep wound and just barely survive until they get hit again to trigger that effect. So, I'd suggest that this skill apply Bleeding over the Deep Wound to finish the enemy off with degeneration. It would also act as a cover condition when the enemy isn't killed.--Vaidin 05:59, 28 February 2008 (UTC)
 * I don't actually find this skill as awful as people are making it out to be. It does not in any way even come close to Evis/Exec, but remember you can accomplish some interesting things with energy sets. A +5e axe comes to mind - swap to that after your Decap, throw out another skill (be it frenzy/quick attack/whatever) and then swap back to your 15^50.--118.90.40.163 16:20, 1 March 2008 (UTC)

I always thought this would make a nice elite version of Final Thrust. Make it +(whatever) damage, and deal double damage if foe is below 50% health. But to make it elite, it's only 8 adrenaline, and don't have energy or adrenaline loss. So the trade off with "Eviscerate -> Exec" vs "Dismember -> Decap" is damage on the deep wound application and afterwards, or no damage on the deep wound application, and more afterwards. Do you think that would actually be used? Or is +80dmg axe attack too much even for an elite?


 * I like the idea of weakness instead of losing all your energy, as a kind of warrior's exhaustion. -- Umbra 04:03, 1 May 2008 (UTC)

Longasc's Discussion

 * On spikes you really want to apply deepwound with the first skill, thus I really can't see much point why you would apply deepwound in the end and have 3seconds when you can't really build adren up. If you wanted to have decapitate like this on the last spot you would have to take another skill that causes deep wound defently (that being dismember) anyway. And the dismember+decapitate chain would be much inferior to eviscerate+executioner in that case.--Vort3x 12:56, 28 February 2008 (UTC)
 * this is actually a great change your attacks will lose thier adren but your support wont, as in you will still be able to rush after the chain to cancel frenzy, thats one of the biggest reasons it doesnt see play as well. the lose all energy will be as bad as waiting a bit before using bull strike/frenzy which is comparable to the energy problems a shock axe faces. 76.26.189.65 14:42, 28 February 2008 (UTC)
 * Let's say decapitate was like the suggestion says, now make a build that you would use with such decapitate and tell me how is it compeatable with evis+exec shockaxe that everyone is runing today.I don't think you can do it.--193.95.228.118 15:20, 28 February 2008 (UTC)
 * This is the crux of this skill. If you want to start with the deep wound, crit plus huge damage, it needs a limiter, and with the limiters you cannot follow up with a 2nd skill so far. So you will have to use it at the end, or on opportunity when the target is low on health. Another idea would be to make the deep wound apply FIRST, and THEN add the damage afterwards, increasing the lethal killing potential a lot. Right now it causes damage and then adds the Deep Wound. Maybe it would also need an activation time to follow quickly, but well. I hope someone else has an idea how to make this skill viable. I must agree to 76., having adrenaline and energy for rush/frenzy or other skills after you executed Decapitate was the idea behind my 3 second suggestion. --Longasc 15:59, 28 February 2008 (UTC)

Wether or not you want a DW on the start of spike or in the end of the spike is just a matter of taste really. If you apply the DW on the first hit, you will make the monk/s more alert on that target and you also give the RC (in a GvG situation) a chance to remove the DW and heal for loads at the same time. However if you apply it on your last hit, and the DW is applied before the acctual hit strikes, the target will lose a huge amount of health at once, even die if HP is below 220 (Decap hits for 120 on caster and DW reduces HP by a maximum of 100). The target wouldn't even go down to 1 HP. And btw, DW applies when the strike hits, not on your next attack. The thing you call "trigger the effects of the DW" is just the HP bar updating itself. -- Treasure Boy   Talk  06:17, 19 September 2008 (UTC)

New suggestions
@fvrfwr,( I hopre I spelled it right) that's broken. I remember an eurospike using decap. Was pretty good. @ Lil, that 5 energy will break the skill. Critchop, anyone? -- NUKLEAR   IIV  20:57, 30 April 2008 (UTC)

HerrKaputt's Discussion

 * Hope you like my ideas. They are a little more revolutionary, but are probably not hard to implement (foe dying detection is already implemented for Soul Reaping). Like I say in the main page, I think Decapitate is too much like Eviscerate; I also think that it's effect should be more of the type "if foe dies, then all other foes ..." because that's how I imagine a real decapitation in the middle of a battle. I'm not sure how the numeric values should be, but the idea is good IMHO. Hope to hear your comments Izzy! HerrKaputt 13:55, 30 May 2008 (UTC)
 * I like your daze idea, but the energy degen is way over powered and completely unrelated to the 'role' of a warrior. The energy LOSS however, is not bad either, but slightly over powered. [[Image:User_JonathanMartin_Sig.jpg|20px]]Jonathan 00:47, 31 December 2008 (UTC)