ArenaNet:Skill feedback/Monk/Divert Hexes

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Divert Hexes Divert Hexes

moush's Issue -- 21:06, 27 March 2008 (UTC)

Discussion

Issue
Little too costly I believe
Suggestion
cut down the cost to 5 energy and maybe change the part about removing conditions. Edit: Or make it act like a holy veil diversion, any hex cast on ally with Divert Hexes on them is disabled for 10 seconds. Could be a neat counter to WoD also. It's removed after the hex also, would be too imba if it could always stay.

Lancy's Proposal

Issue
-Underpowered compared to Peace and Harmony.
-Too costly and conditional to receive maximum benefits
-Hexes have come back into play but hex removal currently has not been buffed to compensate for these powerful hexes

Suggestion

5 Energy¼ Activation time8 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "Target ally loses 1...7...9 hexes. (8 seconds.) +1...7...8 health regeneration. Removal effect: ally gains +10 armor for each hex removed."

--Falconeye 06:02, 26 March 2009 (UTC)

Ezekial's Suggestion

Issue
Not general enough/too much of a niche spell. You have to face off against a hexway team in order for this Elite skill to be useful. If you aren't facing hexway, you waste your elite slot.
Suggestion

Divert Hexes Divert Hexes - 10 Energy1 Activation time5 Recharge time Elite Spell. Remove up to 1...3...3 Hexes from target ally and heal ally for 30...126...150. For each Hex removed in this way, healing from this spell is reduced by 30.

additional balancing options
  • Maybe this would only be for PvP.
  • Could be dumped into Healing Prayers
  • Could be 30...102...120 healing.

Mahsa's Suggestion

Issue
Rarely used in PvP
Suggestion

Divert Hexes Divert Hexes - 10 Energy1 Activation time8 Recharge time

Take away the condition removal and make it so that when Divert Hexes removes a hex the game checks to see if that hex is on another teammate. So if Divert Hexes would remove 3 hexes from target player, and a hex is a multi-targeting hex spell, the game would check to see if the hex is on another teammate; and if so it will remove a total of 3 hexes (randomly chosen) from the players suffering from that hex.
Examples with a Divert Hexes that can remove 3 hexes
A Warrior has Empathy (only he has it) and Visions of Regret on him (several teammates have this on them). The game removes Empathy and the Visions of Regret on him as well as a copy of VoR that is on a randomly chosen teammate.
A Warrior has Visions of Regret (shared by one other teammate) and Empathy on him (also shared by another teammate). The game removes both copies of VoR and only the Warrior's copy of Empathy.
A Warrior has Visions of Regret (shared by several teammates; let's go with 3), Empathy, and other random hexes. Despite the Warrior having 3+ hexes on him, Divert Hexes would only remove VoR on him, because it would remove two copies of VoR first from other teammates before attempting to move down the stack.
My reasoning why this would improve the skill
Hex heavy teams would have to play more strategically against the suggested version of Divert Hexes. They would have to figure out who has the copy of Divert Hexes and attempt to shut it down, or cover up their important hexes better. Spamming skills is bad and many multi-targeting hexes are becoming more and more popular, but have few ways of removal other then shutting down the source through interruption or denial of some other sort (once the hex is on there is no way to remove party-wide hexes other then using Withdraw Hexes or Hex Eater Signet; both of which suck). While that does force players to improve in skill against hex heavy teams, it does nothing to improve the skill ability of those on the hex heavy teams hitting 1-2-3-4 and so on.

Shard's Suggestion - 02:46, 5 December 2008 (UTC)

Issue
Only practical use is against hexway teams, where you lose anyway because hexway can't be countered.
Solution
Came up with this as I was reading this page.

5 Energy1 Activation time0 Recharge time - Remove a hex from target ally. That hex spell is disabled on all foes for 0...36...45 seconds, and this skill's recharge becomes that hex's recharge.

Wisteria's Suggestion - 08:15, 7 Feb. 2009 (UTC)

Issue
Very underpowered vs. other elite hex removal (PnH).
Solution

5 Energy¾ Activation time3 Recharge time - Elite Spell. Remove up to 1...4...4 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 15...63...75 Health. Trades PnH's hex/condition immunity and fast cast for big heals and faster skill recharge.

Gutti's Suggestion

Issue
  • Too narrow for its usage. Effects are too conditional.
Solution

Divert Hexes Divert Hexes - 10 Energy1 Activation time6 Recharge time. Elite Enchantment Spell. (3 seconds.) Take 20 less damage and additional 5...9...10 less damage for every hex removed in this way. Initial effect: Remove 1...3...3 hexes and heals for 5...101...125.