ArenaNet talk:Skill feedback/Mesmer/Crippling Anguish

From Guild Wars Wiki
Jump to navigationJump to search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

189.70.147.128's Issue -- 15:28, 24 February 2008 (UTC)

That'll be like a snare and semi-migraine all in one. A little to powerful. I'd rather see recharge decrease. --Shadetz X 01:58, 25 February 2008 (UTC)

I'd like to see it just make foes move and attack 50% slower and a slight recharge decrease. It is in a primarily anti-melee line anyway.--74.61.209.219 02:00, 25 February 2008 (UTC)
Move and attack debuff is sort of counterproductive. If they aren't close to you they aren't hitting. --Life Infusion «T» 03:22, 25 February 2008 (UTC)
The high energy cost is my main reason for not using it. Reduce it to 10 and it will be nice. 70.132.2.120 03:38, 25 February 2008 (UTC)

well , i indeed wanted to see this skill a semi-migraine and snare in one , indeed it would be a little too powereful , so i'd increase the energy cost into 15 and recharge into 25sec maybe. 189.70.206.165 15:46, 25 February 2008 (UTC)

Much prefer keeping it to what it does - degen and snare. I could see tweaking recharge/duration/cost to try to make it a bit more elite. Given that you can do a maintainable snare with a non-elite, it'd be nice if the elite could potentially snare 2 foes. Elite snares should be decent. --Epinephrine 18:39, 25 February 2008 (UTC)
Snaring multiple foes is the idea of Shared Burden, which is a pretty laughable skill. I'd rather see Crippling Anguish be a more active skill like Freezing Gust: short duration, short recharge, and up the degen to 5 or 6 pips to compensate. Long snares like Imagined Burden are slightly problematic with Mantra of Persistence in the mix. ~Seef II <|۞> 23:18, 25 February 2008 (UTC)
Oh, I agree that Shared Burden is the really "multiple" of the snares, but it can (in theory) grab many. I was thinking of 2 or so for Crippling Anguish, since as you point out, a snare like Freezing Gust can already provide essentially full time snaring (and at 66% reduction) on a non-elite. More degen would be another option, but if it's limited to a single target at a time (due to recharge/duration) it's still really vulnerable to removal. In my mind the elite snares from Illusion should try to hit the elite level of the water snares that see use - Shared Burden should be an elite version of Deep Freeze, and Crippling Anguish an elite version of Freezing Gust; if you are going to use an elite slot for a snare it should do a good job. And yes, Mantra of Persistence has always been problematic, but given the presence now of Chilling Winds the same argument exists in a sense for water snares. --Epinephrine 02:13, 26 February 2008 (UTC)

It's fine the way it is. It's not meant to be a "break-the-game" nightfall skill. It does exactly as it was meant to do - cripple and degen for a long period of time. ~Shard (talk / Nerf List) 00:14, 27 February 2008 (UTC)

Your seggestion is a nice one, that a good elite version for sum of all fears.but i think that will be too strong against anyone.I think it only affect move and attack speed to set to 50%.

Movement and Attack speed to 50% would be a war/derv killer, which it should be since its elite. Adding in Monks and Midline make it to versatile of a skill. A Snare alone can be deadly enough on a soft target without adding in 50% longer casting. Since its in illusion spec, you can use frustration for that anyway. Or Arcane Conundrum. We dont need to pack it all into one overpowered skill. If you are going to make it such a damaging skill, and since Izzy wants to move away from passive hex mitigation, reduce the recharge and duration, and the skill could make a viable elite. --Angelic Loki 07:50, 26 March 2008 (UTC)

Resuggestion

I made a suggestion in the past on a functionality change to set this elite apart. I'll repost it here.

For 8...18...20 seconds, target moves 50% slower. If this Hex is removed prematurely, that foe is crippled for 4...9...10 seconds.
Rather than being a snare and weak degen which can both be removed with any hex removal, this skill would be focusing on a snare functionality that actually sticks better than any other illusion snare.

--Redfeather 06:10, 18 March 2008 (UTC)

I like this idea, but maybe keep the degen in too. Sarifael 15:10, 21 March 2008 (UTC)
/signed I love the idea, If your going to use an elite snare, it should REALLY snare, and this is a elegent, but not overpowered way of doing that. I might suggest a reduction to 10 energy still, to deal with a lack of reliable e-management (sans attunements as water ele, the other common snare)--Angelic Loki 05:47, 26 March 2008 (UTC)
A little variation: 10e 20r 1c
For 8...18...20 seconds, target moves 50% slower and suffers -1...-3...-3 health degeneration. If this Hex is removed prematurely, that foe is crippled and starts bleeding for 4...9...10 seconds.
Now its a hard to remove snare with reasonable cost and minor degen, a rival to c-shot--SiDima 00:37, 2 May 2008 (UTC)
I think it should be fairly short duration+recharge. Make it cripple them for what would have been the remaining duration I say. ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 23:24, 6 May 2008 (UTC)
Hey, that's a cool idea. Makes the skill sound fun, and makes seeing it removed early not feel so bad for the energy cost/recharge. - Elder Angelus 19:25, 6 June 2008 (UTC)

lolhiddencaltrops. --User:Frvwfr2 frvwfr2 (talk · contributions) 05:50, 13 August 2008 (UTC)