ArenaNet:Skill feedback/Paragon/"Incoming!"
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Note: As of September 2, 2009 this page is no longer active.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. |
Life Infusion Issue -- 21:32, 8 March 2008 (UTC)
- Issue
- completely useless with current duration
- damage mitigation on Paragons is inherently imbalanced
- Suggestion
- make it like Ballad of Restoration with damage mitigation instead
- "For 10 seconds, the next time each party member within earshot takes more than 60 damage, that damage is reduced by 15...63...75. (10 cost, 20 recharge)"
SniperFox's Issue -- 22:03, 9 March 2008 (UTC)
- Issue
- Skill duration is too short to prove usefull.
- Recharge is too long to be viable.
- Suggestion
- Change skill to
- 10 12
- Elite Shout. For 6 seconds, the next 1...3...3 times affected ally takes damage, that damage is reduced by 50%.
Spura Issue -- 21:32, 8 March 2008 (UTC)
- Issue
- completely useless with current duration
- Suggestion
- make it anti-spike, preventing nothing but spikes, no damage reduction, something like partywide divine intervention
- (10e, 12r) "For 1..X..7 seconds, the next time an ally within earshot receives damage that would be fatal, the damage is negated and that ally is healed for 10...X...200 Health, you take 5..X..100 damage and "Incoming!" ends."
- So one ally gets divine intervention type of effect if they get spiked, paragon takes damage(to make that 200 HP heal have less effect on pressure, and to make paragon an ok target).
Shard's Issue -- 20 March 2008 (UTC)
- Issue
- This skill sucks.
- Suggestion
- Energy cost to 5 so Leadership makes it free, lock duration at 5, and toss it into command with damage reduction of 5...37...45%. Would still suck in paragayway teams, but would be great on a "what paragons should do" bar.
Lumi's Issue -- 08 April 2008 (UTC)
- Issue
- This skill is useless due to crappy duration.
- Suggestion
- Turn it into an Anti-Spike skill that is targeted...
5 Energy 10 Recharge For 0...1(2) Seconds target ally cannot lose health (or takes 50% less damage, eithers possible)
This makes it a pro-active skill similar to infuse, but cheaper, faster and more useful.
Angelic Loki's Issue -- 25 April
- Issue
- Due to duration and downtime, the skill doesn't even last for a full spike usually. Its a good idea, but easily abused.
- Suggestion
- Change the idea to be bar compression. I dont like suggesting reworks on skills, but I this skill could work very well if implemented a little bit differently.
Progression | |
---|---|
Duration
|
0 4 1
1 6 1
2 7 1
3 9 1
4 11 2
5 13 2
6 14 2
7 16 2
8 18 2
9 20 2
10 21 2
11 23 2
12 25 3
13 27 3
14 28 3
15 30 3
16 32 3
17 33 3
18 35 3
19 37 4
20 39 4
21 40 4
|
- Notes
- This allows the paragon to not maintain, as under aggressive refrain it would be down for about 2-3 seconds unless he got a furious hit, but keep up in a efficient manner a party armor boost. Watch yourself was nerfed because it was considered to powerful an effect, so lets give Wath Yourself's effect to incoming at the price of it being elite. That gives damage reduction and energy in one skill, allowing for bar compression on the paragon. It also doesn't stack with the armor cap, which is the big problem I have with % damage reduction.
Rururrur's Issue
- Issue
- Duration is too short, but longer duration allows abuse
- Suggestion
- Revert Incoming to it's original stats, but add a clause that disable all other allied copies of Incoming! for the duration of it's recharge time when it's used. The additional coding could be adapted from Defiant Was Xinrae.
Lann's Issue -- 12 June, 2008
- Issue
Too short, to powerful effect
- Suggestion
- Increase duration, lower effect
10 20 . Shout. For 1...7...8 seconds, all party members within earshot take 0...16...20% less damage.
145.94.74.23's Issue -- 27 August, 2008
- Issue
Too short duration
- Suggestion
- Increase the duration to 1...4...5 seconds, change recharge to 10 and make the effect the following. "All allies in earshot take 0...26...33% less damage unless they are under the effects of a hex or an enchantment."
Astohan Issue, 6 September 2008
- Issue
- Duration a little short
- Recharge too long
- Suggestion
- Match the description to the skill icon
- change the functionality
"For 3...9...10 seconds, allies within earshot gain + 15...31...35 armor bonus against piercing damage (10 , 25 )"
- Notes
- In this case, "Incoming" will be used only against arrows (and daggers), as it can be seen on the skill icon.
ShadowFog's Issue--ShadowFog 23:33, 11 November 2008 (UTC)
- Issue
- Too short of duration and too long of recharge for an effect.
- Suggestion 1
- Elite Shout. For 1...8...10 second(s), each second a party members withing earshot takes damage over 200...112...90 are healed over that amount.
- Suggestion 2
- Elite Shout. For 1...5...6 second(s), all party members within earshot take 25% less damage.
- Suggestion 3
- Elite Shout. For 1...8...10 second(s), all party members within earshot take 50% less damage from piercing attacks.
- Suggestion 4
- Elite Shout. For 1...8...10 second(s), all party members within earshot take 50% less damage from projectile attacks.
- Suggestion 5
- Elite Shout. For 1...8...10 second(s), all party members within earshot gain 24 armor against piercing damage and 50% chance to block incoming projectile attacks.
User:98.168.191.84 Issue
- Issue
- It's a carbon copy of "fall back" but elite. We really don't need a carbon copy of a regular skill.
- Suggestion
- Revert to previous state, but have it scale from 1 . . . 3 . . . 8 seconds.
Justice's Issue
- Issue
- Like above user said, elite version of a non-elite skill thats already at "full-effect" when used right.
- Suggestion
- Unlike above user,
- Elite Shout
- 10e 20recharge
- All party members within earshot take 0-7-10 less damage. Ends after 15seconds.--Justice 19:33, 8 January 2009 (UTC)
66.192.104.13 22:18, 17 January 2009 (UTC)'s Issue
- Issue
- Requires 3 paragons to be used effectivly for a party
- Suggestion
- reduce recharge slightly.
Ilr's Issue -- (Jan, 2009)
- Issue
- Run speed increase Functionality change is not defensive/useful enough in PvE to warrant Elite Status
- Functionality Change was not necessary; the Original version was unique and easily balanced by adding down-sides.
- Suggestion
- REVERT to original PvE-Split version /w following alterations:
King Neoterikos 06:50, 13 February 2009 (UTC)
- Issue
- Really no point in taking this over Fall Back.
- Original was far more useful in PvE.
- Suggestions
- As above user said: revert only the PvE version to the previous functionality.
- Scale the damage reduction (each attribute level provides 4% damage reduction), but increase the duration slightly.
- Affects allies (like current version).
- Has no effect if under the effects of TNTF.
82.173.131.5 12:11, 20 April 2009 (UTC)
- Issue
- Same as above
- Suggestion
- Revert it, but make it end on hitting with an attack, it can't be used by a paragon only party this way and can still protect the casters.
- Maybe a shorter recharge or longer duration.