ArenaNet:Skill feedback/Mesmer/Ignorance
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Life Infusion Issue -- 18:52, 2 March 2008 (UTC)
- Issue
- does barely anything except stop res-sigs, death pact sig
- Suggestion
- add "do not gain effects of allied shouts/chants/echoes"
Underused Skill -- 20:25, 10 Aug 2008 (CEST)
Cost is prohibitive for what it does. Even 10 energy would be on the high side. This skill is too conditional, especially for small PvP arenas.
Useless!
- Issue
- Only useful for stopping resurrection signets. Energy cost too high. Easily removed.
- Suggestion
- Reduce energy to 5, change to "All of target's signets are disabled for 1...6...7 seconds."
Niche effect
- Issue
- Yet another niche skill. This has next to no effect in most situations and yet can, in very niche ones, be very powerful - for example, I went as a signet mesmer for the hell of it in RA the other day and some dude actually had this on his bar. As you might expect, it completely shut me down, and I wasn't best pleased. On the other hand, in most other matches he will have a wasted skill slot.
- Suggestion
- Give it a secondary use, like this:
- It seems to me that the idea of "Ignorance" is that it makes people not know how to use signets. Thus, this buff makes good sense since it also makes people less adept at casting spell. This would also be better balanced since it would apply some extra pressure (or relieve some from your allies). However, its lower duration means shut-down capabilities for builds with lots of signets aren't as potent (since you have to keep re-applying it), but to make up for this the recharge and energy cost have been reduced (15 is waaaay to much for this skill anyway).
Some kewl ideas
- Issue
- As above; this skill is only viable for shutting down signet builds, but while doing that it is too costly and easy to remove.
- Suggestion
- I have a few suggestions that I thought were nice
- Ignorance. 5 1/4 15 ; Spell. If target foe is using a skill, that skill is interrupted. If that skill is a signet, Ignorance recharges 50% faster.
- Ignorance. 15 2 15 ; Hex Spell. For 5...9...10 seconds, signets take 50% longer to cast and whenever a signet is interrupted it takes an additional 5...13...15 seconds to recharge.
- Ignorance. 10 1 15 ; Spell. For 5...9...10 seconds, all of target foes signets are disabled and all your signets are disabled for 5 seconds.
- Reasoning
- 1. Interrupts are always useful especially when it is a general use interrupt. Perhaps add something like "signets are recharging X seconds longer" since with short recharge signets this aint gona do much. Still, it would be comething I would probably bring on my mesmer bar in RA/TA.
- 2. It may not be very useful, perhaps make the longer recharge part not signet only so people really want to remove the hex or else their WoH would have to recharge for like 15 seconds. It will probably need some balancing, but I see some potential :P
- 3. It was suggested before I believe, it's basically a ranged blackout for signets...
Extend disabling range
Allow it to disable glyphs, forming a partial counter to for example glyph of immolation centered bars.
Uay's 15:48, July 21 09 (GMT+1)
- Issue
- not used at all, allow if to have more than one use like given it another ability
- Suggestion
- same as some ideas above as having it a interrupting skill/hex.
10 ¼ 30 Hex spell. Interrupt target foe skill. For 8...26...30 seconds target foe cannot use signets.