ArenaNet:Skill feedback/Miscellaneous/Hexes
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[edit] Lightblade's Issue -- 08:51, 19 May 2008 (UTC)
- 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)
- 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.
- 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.
[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 15
, 2
, 30
- "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 5
, 1
, 12
- "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:

