ArenaNet:Skill feedback/Monk/Peace and Harmony

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Peace and Harmony Peace and Harmony (last update: December 11th, 2008)

Hydra's Issue 23:53, 10 February 2009 (UTC)

  • Issue Peace and Harmony removes too many conditions and hexes, not to mention the after effect. It also has a quite fast recharge and 1/4 is just too fast.
  • Solution Increase recharge to 12, increase casting time to 3/4, reduce hex/condi removal to 0...4, remove the after effect.

Pluto's Issue 08:35, 13 January 2009 (UTC)

Too powerful, most largely because it can't be shut down.
Increase the cast time to 3/4. It'd still be insanely powerful and versatile, but at least now you can actually interrupt it. (IMPORTANT: Don't do until after skills like Lingering Curse and Mark of Insecurity are stamped out)

Too good

In big battles (i.e. HA and GvG), this is too good at completely cleaning a character of both hexes and conditions, especially given that for a few seconds afterwards your target is almost immune to them.
Do one of the following, or a combination:
  • Increase to 0.75¾ Activation time, as above, since now at least it *can* be interrupted, at least with something like Frustration. Even 1 Activation time wouldn't really hurt, I mean it's got a 7 Recharge time recharge.
  • Increase recharge, maybe to about 10-12 Recharge time. Completely cleaning someone and protecting them for 4-5 seconds is probably worth this.
  • Make it other ally only, like RC.
  • Change the scaling (e.g. 0...3...4 hexes instead) and/or make the reduced duration scale.
  • Remove the extra reduced duration. Completely cleaning a character every 7 seconds is still very powerful.
Of course, one of these could be made more drastic or some combined, but then some other bonus would have to be added so this is still useful. Some kind of minor heal might be good, since in RA and TA, PnH builds tend to lack the raw healing power they need.
Thus I would suggest a finished version something like this:
Peace and Harmony Peace and Harmony. 5 Energy 0.75¾ Activation time 8 Recharge time.
Enchantment Spell. Target ally loses 0...6...7 Hexes and Conditions. For 2...6...7 seconds, that ally has +1 Health regeneration for each effect removed, and Hexes and Conditions on them last only 40...64...70% their normal duration.
This would make it less generally powerful, but still useful, and give a minor health bonus too.

This is ridiculous.

  • First of all, why would you change the functionality from an energy management skill to yet ANOTHER hex and/or condition removal skill? The function of Peace and Harmony in its original form filled an important role for monk playstyles. Now it's just another generic (and boring) hex/condition remover. If you thought the skill was too weak, tweak it to make it better. You didn't have to scrap the whole thing and try to reinvent the wheel.
  • Second. At 15 DF it removes 9 conditions AND 9 hexes? Are there even 9 different conditions in the game? And 9 hexes. Who's going to have 9 hexes on them at any given time? And if they do, why should a monk be able to undo all of that in 1/4 second for 5 energy? And again in 7 seconds? Good God, people.
  • Third. The skill already essentially removes all conditions and hexes from the target every 7 seconds. Why do you think it's necessary to cause conditions and hexes that get reapplied to also expire in 1/10 their duration? You may as well just remove conditions and hexes from the game entirely. Someone out there must really love monks, and hate Guild Wars. And they're apparently working for Anet.
I don't know what you were trying to accomplish changing this skill, but you butchered it royally. I usually don't react this harshly to a skill update, but you screwed the pooch on this one. Just change it back to its original style and tweak it. Or at least something close like a more moderate hybrid of the two. Trying to "fix" the mutated afterbirth you've turned it into would be polishing a turd.
Off Topic think, you guys obliterated Smiter's Boon(PvP) because it was too powerful in Team Arenas, but you think THIS is A-O-K. Yeah, whatever.
Try something like this: 10 energy, 3/4 second cast time, 15 second recharge time. Remove 0.....3..3 hexes and conditions from target ally. If that ally is still suffering from a hex or condition, that ally gains +1 Energy Regeneration and +3 Health Regeneration for 3.....9..10 seconds. (50% failure rate with DF 4 or less) ... something along those lines. Mix the old function and the new function together and make the numbers less insane. Because it's beginning to look like your skill balancer(s) just stopped trying. Painted Bird 22:43, 12 February 2009 (UTC)
Other OFF topic: some hexs effects are triggered on hex removal and can take advantage of PnH fast hex removal. I do agree, however, that pug teams are most of the time really challenged by foes who got a PnH monk in their toolbox. Yseron - 16:34, 14 March 2009 (UTC)

Nerf please

As above. Imo it's good that this has countered hexways, but it has also made pretty much all hex builds (other than LC maybe) unviable in balanced teams too.
Tone down this skill's power a bit. It doesn't have to be totally killed, but tbh this is really silly like this.
How about making this a bit more like Healing Prayers' Spotless Soul and Spotless Mind, useful for bulk hex/condition removal but vulnerable to enchantment removal.
Peace and Harmony Peace and Harmony. 5 Energy 0.75¾ Activation time 10 Recharge time.
Target ally and up to 0...2...3 nearby allies lose one Condition. For 0...4...5 seconds, that ally loses one Condition and one Hex each second. Peace and Harmony disables all your Smiting Prayers skills for 8 seconds.
Something like this would mean that if you were very quick with your enchantment removal, you could mitigate a good deal of the effect of this skill. It would also be slightly more prone to interrupts. The lower numbers and slightly higher recharge I suggest would also tone this down a bit, but wouldn't be too harsh since now that this has a slower effect, you can still be losing hexes and/or conditions until halfway through its recharge even if you previously lost them all.

Change it to

Make it like RC, but for hexes! 5e, 3/4 cast, 2 second recharge, no immunity granted; (except) - NO healing like RC [would be too powerful]. That way, if teams want to roll anti-hex as an elite, they can.

Nerf or Revert

Way too versatile and powerful. This is like the dynamite in the GW rock-paper-scissors formula - counters everything but extremely hard to be countered. Prot monks should have to choose between uber condition removal (Restore Condition), and uber hex removal (Divert Hexes - needs buff!) but not have both in one low cost uninterruptable package. Solo monks already have plenty of choices for removal, and no one bar in this game should be able to counter everything - that's why it's limited to 8 skills.
Revert this skill back to its original form. If hexgay is a problem in the game, then buff a skill that already specializes in removing hexes and only removing hexes (with conditional effects, of course) - there are plenty of unused elites that do this. Or even better, nerf the overpowered hexes.

Not good enough.

No healing to counter pressure or simple c space, with no other hex removal on the bar usually if you end up alone it's too easy to get diverted on your patient (main heal) or PnH itself. Recharge is too long if you have several different targets that need conditions removed your entire team can easily be tainted/applied out by old fashion condipressure builds that lack hexes. Needs divine favor so only monks can make use of it as well!
Add a 50 heal + 10(x for everything removed) as well as double divine favor. Make recharge time 4 seconds to keep up with spam of conditions. Needs to be able to push bars from half to full every 3 seconds to fight 2 melee characters that just autoattack like WoH can so technically in some fields each shine/fail in their own way. Moving it to heal/prot so midline can support the team with it would really help. 18:03, 21 April 2009 (UTC)

Recharge increased to fix counter hexway, but what about condition skills?

Issue:The issue isn't really the effect this skill has upon hexes, I don't have much of a problem with that really. However, the terrible condition removal is pretty annoying. Rather than an increased recharge, I think a different effect would've been much better. Maybe something like this?

Concise description
Elite Enchantment Spell. Target ally loses 0...7...9 conditions and 0...3...4 hexes. Conditions expire 90% faster on that ally 1...4...5 Disables your Smiting Prayers (30 seconds).

Conditions removed the same way they did before, the effect upon hexes reduced. Serious attribute point allocation needed to break 3 hexes removed per cast. You hexers can deal with that amount of cover hex removal, right? Better yet, you don't have to wait for the enchantment to wear off, it no longer reduces hex duration. Recharge decreased, enchantment duration now scales with divine favor, further increasing how vital attribute allocation is needed to fully utilize this skill. Smiting prayers disabling futher increased to 30 seconds. Hexways still quite viable against this skill, yet bringing a second condition removal skill generally won't be. Possible things to consider: Recharge (Reduce, maybe? I tried to not make it OP), hexes removed (Reduce, maybe? Doing so would also mean reducing the recharge slightly), scaling of the enchantment duration.
Also, I think this should be split into PvP and PvE versions, as having 8 party members in PvE in opposed to the general 4man size party of PvP requires further changes.

Concise description
Elite Enchantment Spell. Target ally, and all and all adjacent allies lose 0...7...9 conditions and hexes. Conditions and hexes expire 90% faster on the ally this spell was initially casted upon ally 1...4...5 Disables your Smiting Prayers (10 seconds).

Faster condition and hex removal, which is somewhat easier to spread across a whole team, however the AoE range is small to keep from being OP. Recharge decreased to reflect more frequent useage in PvE, enchantment duration now scales with divine favor, and still only effects target ally, not the adjacent allies who are also involved in this skill now. Smiting prayers disable duration reduced to 10 seconds, I believe this disabling was just a way to make the skill name to actually make sense, I see no reason to have it so high. Besides, no one uses this with smites anyway. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 02:16, 26 May 2009 (UTC)
Well, I can see you figured out to scale the enchantment duration before I even suggested it, haven't used it for awhile so I didn't notice. Now just further tweek it, anet ^^, making it need more attribute points was step oneeee, now make it pve viable and make it not need condition removal skills on the side, and I'll love you guys forever. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 16:00, 27 May 2009 (UTC)