ArenaNet:Skill feedback/Dervish/Wounding Strike
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[edit] Lightblade's Issue -- 23:27, 25 April 2008 (UTC)
- 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.
[edit] 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.
[edit] 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
5
If this attack hits, target foe suffers from Bleeding and Deep Wound for 5...17...20 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)
[edit] 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.
[edit] 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
- Wounding Strike
- Elite Scythe Attack. 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 3...9...10 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.
[edit] Or, what would make sense
[edit] 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.
[edit] 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)

