ArenaNet:Skill feedback/Mesmer/Enchanter's Conundrum

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Enchanter's Conundrum Enchanter's Conundrum

71.83.44.105 09:27, 11 May 2008 (UTC) Issue -- 09:25, 11 May 2008 (UTC)

Discussion

Issue
The skill has been nerfed multiple times, and the use of the skill changed drastically. First of all, by moving the damage to when the hex was applied, the spiking potential was supposed to have been reduced. But, then, when it was figured that the spell was in fact better than before for a team spike, the damage became even more conditional, checking the target for hexes as well as enchantments. This skill is no longer a "Conundrum" as was before, where it forced the target to either put up some enchantments, or suffer damage. This skill is in fact, quite underpowered and underused as of right now, in comparison to Energy Surge, for instance.
Suggestion
Revert to back the way it was, when the damage was applied after it was removed, maybe lowering the damage slightly.

Nerfed too badly

Issue
This skill had to be nerfed, but it's now so conditional that it never gets taken anywhere. Also, as has been mentioned by the above poster, the whole point/theme of the skill is gone - now the only "condundrum" in it is working out why you would ever want to take it.
Suggestion
Give it a functionality which is more like its old one, but rather than reverting it outright, make it a damage-over-time skill so that it can't be used in nasty spikes as it has been previously. My idea of this would be:
10 Energy 2 Activation time 20 Recharge time
Elite Hex Spell. For 10 seconds, target foe casts enchantments 100% slower. While not under the effect of an enchantment, that foe suffers 0...12...15 damage each second.
This would be fairly powerful against foes with no enchantments, but against most teams in higher-end PvP you will have to use it in conjunction with an enchantment remover (something like Rend Enchantments would be best but ofc is a necro skill, limiting your potential a bit). It would also mean the person affected by it would have to make actual decisions and things (i.e. "it is worth trying to cast an enchantment to negate the damage?") and would reward teamwork (i.e. calling for an enchantment on you).
Compared to Migraine, this would deal 2.5x as much damage but the damage would be conditional. Also, the slower casting time would affect only enchantments, not spells, and the recharge is higher. Thus, it seems pretty balanced (if anything it could use maybe a 12s duration or something).

Desocupado's Issue -- (1238, 27 November 2008 (GMT-3))

Issues
Dual purpose skills, conditional spike and pressure.
Double casting time isn't that strong if it affects only enchantments spells. So this skills is weak at pressure. As most enchantments used on the heat of battle have low casting times (1 or less) it becomes kind of pointless.
Suggestions
either one of the following:
First -> Increase damage by lowering recharge
Effect: 10 Energy 1 Activation time 10 Recharge time
Mesmers always smile when their damage options increase
Second -> Increase the pressure
Effect: Elite Hex Spell. For 10 seconds, target foe casts spells 100% slower. When this hex is applied, that foe takes 30...102...120 damage if not under the effects of an enchantment or hex spell.
Well now it is a true Conundrum spell.
Third -> Decrease recharge, energy and damage (so it's pressure potential is bigger)
Elite Hex Spell. For 10 seconds, target foe casts enchantments 100% slower. When this hex is applied, that foe takes 15...51...60 damage if not under the effects of an enchantment or hex spell.
Effect: 5 Energy 1 Activation time 5 Recharge time
It's not impossible to get an enchantment every 5 seconds to prevent damage, if there's a monk nearby.

Cursed Angel's Issue

Issues
  • it's no longer a conundrum. (damage shouldn't go before hex)
  • hexes that slow down skills should be in illusion magic.
  • increasing cast time on enchantments is useless compared to migraine/arcane that slow down all spells.
  • you use hexes; finding a non-hexed non-enchanted target (monk) that use enough enchantments for this to be better than migraine is very hard.
  • it's too conditional, anywhere. people (monks) that use alot of enchantments usually have a few on themselves, with a very short recharge, even if you rend them they're up again next second, and even this hex is easily removed, and interruptable even with fc.
Suggestions
  • move to illusion. (domination shouldn't have skills that make interruption easier)
  • decrease damage, make it unconditional and at the end of the hex. (there's no need for a 120 damage skill for mesmers (120 + 70), this was why it was abused and got nerfed)
  • decrease recharge and cast time. (make it more active)
or
  • make it do something else. (the design is just very bad)

Falconeye's Proposal

Issue
-See Above:
Suggestion
-See Web of Disruption

10 Energy2 Activation time20 Recharge time - (Domination Magic) - Elite Hex Spell. Initial effect: deals 30...102...120 damage if target foe is not Enchanted or Hexed. (10 seconds.) Enchantments expire 50% faster. End effect: deals 30...102...120 damage if target foe is not Enchanted or Hexed. -=OR=-

10 Energy2 Activation time20 Recharge time - (Illusion Magic) - Elite Hex Spell. Initial effect: deals 10...76...92 damage if target foe is not Enchanted. (10 seconds.) Causes 100% slower Enchantment casting and 15...51...60 damage each time target foe casts an Enchantment. End effect: deals 10...76...92 damage if target foe is not Enchanted.

--Falconeye 07:19, 30 March 2009 (UTC)

Underwood's Proposal

Issue
It's better to remove enchants and the condition is rather pitiful and not fitting of a mesmer
Suggestion
Enchanter's Conundrum Enchanter's Conundrum -

10 Energy2 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. For 15 seconds, Target foe takes 10...58...70 damage whenever it casts an enchantment targeting itself. Enchantments cast on its' allies take 100% longer to activate.

Kigamo's Suggestion

Issue

This hex affects only enchantments, it is not very flexible. See Frustration & Migraine.

Suggestion

10 Energy1 Activation time8 Recharge time - (Domination Magic) - Elite Hex Spell. For 3 seconds, while enchanted, target foe is struck for 10...41...49 damage per second. When this hex ends, that foe loses an enchantment.

Something like this would really punish an enchantment users. --Kigamo 09:27, 4 April 2009 (UTC)