ArenaNet:Skill feedback/Miscellaneous/Hexes

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[edit] Lightblade's Issue -- 08:51, 19 May 2008 (UTC)

Discussion

Issue
Hexes are lame. It's the lame from the very beginning. Even after nerf after nerf.
Suggestion
Durational Hexes that discourage certain actions:
Examples: Empathy, Insidious Parasite, Faintheartedness, Backfire, Soul Leech, etc.
These hexes can trigger multiple times and thus shutting down the hexed target all the time. Normally, curses and hexes in fantasy setting only sticks to those that's willing to accept it. Will power itself can dispel a curse. Thus I suggest we make all this type of hexes to recharge at 12 seconds, last 3 seconds, and refresh on it's discouraging action. Like, allow empathy to refresh duration everytime the hexed target attacks.
Although I have to say, this still doesn't solve to problem of how to make hexes take more skills to use.

[edit] Zerpha The Improver's Issue -- 08:51, 19 May 2008 (UTC)

Discussion

Issue
Hexes are besides Enchantments and Conditions the common skill types that can be removed, yet there are no upgrades that lengthen them.
Suggestion
Add an upgrade to the game that lengthens them:
<upgrade> of Bedevilment. Hexes last 10-20% longer.
Notes: As enchantments and hexes are about equally hard to remove, i suggested the same duration. They could possibly also come as suffixes like "of Enchanting" upgrades.
Since this would be a buff for most hexes, the item could possibly come with a drawback as well.


[edit] Shard's Issue -- 04:51, 18 June 2008 (UTC)

Issue
Hexes are fine by themselves. However, when you stack tons of them on an enemy team, it becomes too overwhelming, even when you meta against hexway, because there are too few viable ways to deal with it.
Solution
  • Change some hex removals to punish teams that overload hexes, for example
Withdraw Hexes 15Image:Tango-energy.png, 2Image:Tango-activation-darker.png, 30Image:Tango-recharge-darker.png - "For each hex on target other ally, that hex is removed and that hex skill is disabled for all foes in earshot for 4...17...20 seconds."
  • To counter necro hexway specifically, add more necromancer hate to existing monk hex removals, example:
Remove Hex 5Image:Tango-energy.png, 1Image:Tango-activation-darker.png, 12Image:Tango-recharge-darker.png - "Remove one hex from target ally. If it was a necromancer hex, remove an additional hex from that ally and this recharges twice as fast."
  • And to discourage cover hexes, add skills that remove from the bottom of a player's effect stack. Example:
Revealed Hex/Inspired Hex 5Image:Tango-energy.png, 1Image:Tango-activation-darker.png, 20Image:Tango-recharge-darker.png - "Remove the bottom hex from target ally. If a hex was removed, you gain 1...6...7 energy and this is replaced with that spell for 20 seconds."
Expel Hexes 5Image:Tango-energy.png, 1Image:Tango-activation-darker.png, 8Image:Tango-recharge-darker.png - Remove the top hex and the bottom hex from target ally.
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