ArenaNet:Skill feedback/Necromancer/resolved Curses

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Lingering Curse

William Wallace Issue -- 05:39, 19 May 2008 (UTC)

Discussion

Issue
Cost to much for a necromancer skill, two second casting time makes it very susceptible to interrupts, necromancers do not have a hex that has less then a one second casting time (other than another elite) so it is very difficult covering it and easily removed, only only affects one target.
Suggestion
Decrease energy cost to fifteen. OR Decrease the casting time to one second so it will actually be useful for a spike. OR Make it an AOE hex similar to Mark of Rodgort to help stop with the all monk grieving teams (all monks using the same elite = Word of Healing).

72.71.230.18 Issue -- 15:15, 13 September 2008

Issue
This skill sucks, plain and simple
Suggestion
Reduce energy to 15, reduce duration to 5...13...15, change to "Target foe loses all weapon spells, enchantments, chants, and shouts, and cannot be the target of them for its duration, and gains 33% less health from healing."

Major Buff Needed

Issue
See the many issues mentioned above. Halving healing is a powerful effect, but it's not worth the cost given how easily removed it is.
Suggestion
Reduce the cost and give an additional effect, such as:
Lingering Curse Lingering Curse. 15 Energy 1 Activation time 15 Recharge time
Elite Hex Spell. Target foe loses 1...4...5 enchantments. For 4...10...12 seconds that foe suffers -1...3...4 Health Degeneration and gains only half Health from healing. If Lingering Curse lasts its full duration, it is reapplied for a further 4...10...12 seconds if target foe is under the effects of another hex but not under the effects of an enchantment.
OK, this might need a bit of re-jigging, but the idea behind the reapplication is to fit the "lingering" theme. I also added health degeneration so that the skill can actually do some damage on its own.
I reduced the energy cost and activation time to make this more useable, but increased the recharge a bit to compensate. Since it reapplies, I made it very conditional and gave it a short duration to stop it from getting out of hand. It would also have to be covered or hex removal would get rid of it straight away.

Weaken Knees

Frvwfr2's Issue -- 14:29, 14 June 2008 (UTC)

Discussion

Issue
No reason to run it
Suggestion
Hex Spell. For 12 seconds, target foe moves 25% slower, when that foe is attacked while moving, that foe is knocked down and this hex ends. 50% fail chance w/ Curses 4 or less.

78.83.154.132

Issue
As above
Suggestion
Maybe make it work with warriors Stonefist insignia.This way it could see some use on warriors and will not make the skill overpowered.

Chieftain Alex's Issue

Issue
Curses elite with very little usage, only synergy is with melee classes to stop fleeing foes, and they could use Bull's Strike anyway or a snare.
Suggestion
10 Energy 1 Activation time 10 Recharge time
For 5...17...20 seconds, the next time target foe attacks they are knocked down for 0...2...3 seconds. When this hex ends target takes 10...74...90 if not knocked down. Ends if that foe uses a spell.

Would be useful as it could potentially interupt any melee class, might possibly require a recharge of 15 seconds. The damage dealt would assist versus hex removal heals.