ArenaNet:Skill feedback/Monk/Smite Hex

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Smite Hex Smite Hex

Armond's Issue 21:25, 19 February 2008 (UTC)

  • Issue: Hex removal in general is weak. Teams are easily overpowered simply by the sheer number of hexes thrown at them - hex removal is far outpaced by hex application.
  • Suggestion: Decrease recharge to 9 seconds, decrease casting time to 0.75¾, decrease damage to 10...58...70. Consider removing 1...2...2 hexes, but not dealing damage per hex removed (that is to say, if any hexes are removed, the listed damage is dealt).

Discussion

Overall I feel like Hex removals timing is pretty good, this skill is designed to be more of a damage spell that punishes for hexes within the area range it's got some damage to it, but with hexes not being around removal is just not something that is gonna get buffed until hexes are back in play. Izzy @-'---- 01:17, 20 February 2008 (UTC)

Hexes are back in play.--65.185.121.217 06:33, 6 August 2005 (UTC)
  • Alternative suggestion (20:49, 8 October 2008 (UTC)): Change functionality to "Remove 1...2...2 hexes from target ally. For each hex removed, one foe in the area takes 10...34...40 damage."

5 Energy0.75¾ Activation time9 Recharge time

Smiting is underpowered

Issue
A minor buff to this skill would give smiters competetive options for removing hexes.
Suggestion
Decrease recharge to 10Recharge time (12 seems to be the standard for single-hex removers with a secondary effect, but since this has an offensive effect instead of a defensive one you have to chose between healing or hex removal rather than having both like with Cure Hex).
Then, re-balance the damage by reducing the area to nearby and/or the damage to 10...50...60.
IMO it doesn't matter if this becomes slightly (slightly being the operative word) more powerful than other hex reomvers since it's in smiting. Anyone who wants only the faster recharge will take Remove Hex, so only true smiters or smiter hybrids will get any benefit from it.