ArenaNet:Skill feedback/Monk/Deny Hexes

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Deny Hexes Deny Hexes

Armond's Issue 21:24, 19 February 2008 (UTC)

  • Issue: Hex removal in general is weak. Teams are easily overpowered simply by the sheer number of hexes thrown at them - hex removal is far outpaced by hex application.
  • Suggestion: Remove two hexes per recharging Divine Favor skill, or have it scale to 1...3...3 hexes removed.
  • Suggestion 2: Remove two hexes per recharging Divine Favor skill, max 1...4...5. Return 1...2...2 energy per hex removed.

Discussion

When hexes where the meta, this skill is by far a required skill it blows all other hexes out of the water, and seeming how hexes are very weak right now any buffs to hex removal I think would really hurt the balance form that. ~Izzy


Falconeye's Issue

Issue:

As above.

Suggestion:

Spell. Remove one Hex per recharging Divine Favor skill you have. Return 1...3...4 Energy for each Hex removed in this way.

Counter hexway

Issue
Hex stacking teams
Suggestion
Gain energy for each 5 energy hex removed.

Xiaoling's Issue

Issue: Same as Falconeye/Armond. Monks generally don't bring more than two or three DF skills, and any skills brought recharge relatively quick.
Suggestion:
Deny Hexes Energy10 Activation time1 Recharge time6 Spell. Remove all hexes from target ally. For each hex removed, Deny Hexes is disabled for 3...1...1 seconds.
OR
Deny Hexes Energy5 Activation time3/4 Recharge time6 Spell. Remove 1...3...3 hexes from target other ally. For 5 seconds, Target other ally is enchanted with Deny Hexes, and cannot be the target of enemy hexes.

Thought maybe those might at least give lee to some ideas. ~Xiao

Minor adjustment

Issue
This skill is potentially quite powerful, but relies on taking a number of Divine Favour skills, preferably with long (or at least moderate) recharges - however, monks can't afford to use up a slot or two on skills that they don't absolutely need and there are few suitable ones.
For example, many monks now take Healer's Boon, a DF skill, but they can't afford to take DH due to the lack of healing (and it's not a Healling Prayers skill so doesn't work with HB), and ofc HB has a short recharge for its duration.
Heaven's Delight did work OK with this, at least on prot monks maybe, but now doesn't work so well 'cos of the numbers.
Divine Spirit is perfect for this but is generally to rubbish due to its massive downtime.
And so on.
Suggestion
Change it to work off equipped DF skills, so the recharge doesn't matter so much. To prevent it getting too powerful and also make it more useful, I would also suggest re-working it slightly, like so:
Deny Hexes Deny Hexes. 5 Energy 1 Activation time 12 Recharge time.
Enchantment Spell. Remove one Hex from target ally for each equipped Divine Favor skill you have. For each hex removed in this way, Deny Hexes takes an additional second to recharge. For 3...7...8 seconds, hexes cast against target ally take 20% longer to activate and expire 20% faster.
This would now be very powerful against hexway teams, and as good as most other hex removers against other teams. The increased activation/shorter duration of new hexes after use means that you can counter further pressure a bit and will be most effective only when teams have lots of hexes. However, the slightly increased recharge prevent it from becoming too good at stack hex removal (now if it removes three hexes it will take 15 seconds to recharge, which is a fair bit but still not too bad for 3 hexes).
Suggestion 2
OK, more recently people have started taking this on PnH bars with 4 DF skills, so this would be a little too powerful. I would do something more like this:
Deny Hexes Deny Hexes. 5 Energy 1 Activation time 15 Recharge time.
Enchantment Spell. Remove 2 Hexes from target ally. For each recharging Divine Favor skill you have, that ally is enchanted with Deny Hexes for 2 seconds, during which time all other hexes cast on that ally expire in 66% of the normal time.
This would be very powerful as it could remove a hex and its cover, but I worry that it might be too powerful and overshadow Expel Hexes which has an 8 second recharge and can be used by anyone, but is elite and has no bonus. Thus it might be an idea to have it remove only one hex and possibly buff the secondary effect, or have it remove the second only if the target is suffering from, say, 3 or more.