ArenaNet talk:Skill feedback/Elementalist/Iron Mist

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Eh...no thx. The hex is fine as it is. Rt/x runners doesn't carry hex remove. This hex can bind them to the ground for 15 seconds!! Lightblade 07:45, 21 February 2008 (UTC)

But casting time and recharge are really bad on this one and the secondary effect isn't good either. Half the casting and recharge time, but don't change the secondary effect, then it could find its way into game as snare . A. von Rin 22:54, 21 February 2008 (UTC)
Because a maintainable 90% non-elite snare isn't overpowered at all, right?
its one of the few 90% slowing skills, I'd leave it as it is. If it were 66% u could just take away the secondary effect as it would be like a water hex. --Cursed Angel talk 23:00, 21 February 2008 (UTC)
And in its state now u don't think its inferior to water magic hexes? o.O 83.171.181.40 23:46, 21 February 2008 (UTC)
Considering that Water Magic is supposed to be the snare spec, I'm not seeing a problem. --24.9.234.253
so u'd rather take a snare that reduce damage on your foe or a snare that doesnt if they both slow 66%? u really fail? --Cursed Angel talk 23:54, 21 February 2008 (UTC)
Reading comprehension + Shocking mod FTW? --24.9.234.253 23:57, 21 February 2008 (UTC)
Uhm is everyone forgetting that this skill pretty much makes your target invulnerable? --66.45.173.98 00:01, 22 February 2008 (UTC)
Reading comprehension + Shocking mod FTW? --24.9.234.253 00:04, 22 February 2008 (UTC)
I guess make it cast faster can be reasonable. But other than that...DO NOT change anything. Lightblade 09:50, 22 February 2008 (UTC)
Ok, i got your point. But I still prefer the 1 second casting time, to buff this just a bit... ^^ A. von Rin 01:13, 23 February 2008 (UTC)

No one cares. --Readem 09:04, 27 February 2008 (UTC)

No one cares about you, Readem? I'm sry for that... QQ A. von Rin 01:50, 28 February 2008 (UTC)
The difference between Readem's opinion and the opinions of those vouching for a change to this skill is that while Readem prefers gameplay with fewer variables that can break things, the people who want this changed want more than the current 300 of 1300+ skills to be viable (and that's being generous). The latter is fine, but requires a lot more effort to keep everything balanced. (Anyone ever play Total Annihilation, or any of the huge mods to it that add like another hundred units? Balancing that isn't fun either.) -- Armond WarbladeUser Armond sig image.png 08:39, 28 February 2008 (UTC)
There is a gray area however between "utterly useless" and "affecting the balance in PvP". Some skills should just be buffed on the benefit of the doubt. Chances are they won't become overpowered anytime soon (Otyugh's Cry buff anyone? Changed from worthless to useful, but still nowhere overpowered and not affecting the game balance in the slightest way.) 145.94.74.23 11:30, 30 March 2008 (UTC)

Other ideas from old pages

For 3...13...15 seconds, target foe moves 50% slower and takes 10 damage per second while moving if under an elementalist hex. (10 energy, 2 cast...interrupt bait, 30 recharge)" Or a reliable weakness inducer: "For 3....8..13 seconds target moves 15% slower and suffers from weakness for 3...8..13 seconds. (5 energy,1 cast, 6 recharge)" Basically an elementalist sum of all fears. --Life Infusion «T» 20:32, 2 March 2008 (UTC)

An idea I just had- make the target take 75% damage from earth too- you might be able to find interesting synergy with air and earth then, instead of an earth snare + a bar of air skills if you for some reason wanted to use this in it's current state. Who knows, something interesting with both the earth and air offensive spells might show up. --Kalas Silvern 21:43, 22 May 2008 (UTC)