ArenaNet:Skill feedback/Mesmer/Wastrel's Worry

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Info-Logo.png Note: As of September 2, 2009 this page is no longer active.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.

Wastrel's Worry Wastrel's Worry

Gelei's Issue -- 14:14, 29 August 2008 (UTC)

Discussion

Issue
  • You can cast this hex on a whole team in RA/TA in less than 5 seconds.
  • Combining it with Empathy on fighters or with Backfire on casters, this effect is hard to block.
Suggestion
Make a PvE/PvP version of this skill. The PvE version can be the same, while the PvP version should have 5 seconds recharge. It wouldn't reduce the effectiveness much against one person, because of the 3 seconds length, but it'd be impossible to put it on the whole hostile team.

Wastrel's Worry Wastrel's Worry

29 August 2008 (UTC)

Discussion

Issue
  • Recharge is too low. With a 1 second recharge, and 1/4 second cast, It makes hex breaker and holy veil almost useless.
  • It is to easy to spam to break hex breaker, then cast somthing like diverson, and then cast wastrels again as a cover hex.
  • And this skill is also doing 90+ dmg each time.
  • It is also too powerful in 4v4 when you have visons & backfire and have this wastrels being spammed on you.
Suggestion
  • I am not against mesmers having a cover hex, but it should be compareable to parasitic bond, change recharge to at least 2 seconds, cast time to 1 second. Reduce dmg to 5-35..36..37
  • Or, if it is mean to be a damage spell and not a cover hex, remove the hex aspect. Change to a spell, and keep dmg, cast time, recharge. "Wastrels worry, SPELL, All foes adjacent to where this spell was cast take 10-90...94 dmg after 3 seconds if they do not use a skill." Similar to spirit rift.

Unreliable for doing damage, but overpowered when combined with certain skills

Issue
Damage is unreliable and this is overpowered when combined with certain skills like empathy, backfire, diversion.
Suggestion
Increase recharge to 3 seconds, add initial damage of 5...35...43, lower conditional damage to 10...40...48.

Bad skill implementation

Issue
This skill is borked. Useless if nerfed, overpowered if buffed.
Suggestion
5e 3/4s 4r "After 1 second, target foe takes 5...17...20 damage plus an additional 5...15...17 damage for each recharging skill." The delay prohibits using it to spike.