ArenaNet:Skill feedback/Paragon/"It's just a flesh wound."/archive1

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Harmony's Issue -- 04:54, 13 March 2008 (UTC)

Discussion

Issue
Good condition remover but mediocre compared to Restore Condition.
Suggestion
Change to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target other ally loses 1...3 Conditions and 1 hex."

Spura's Issue -- 04:54, 13 March 2008 (UTC)

Discussion

Issue
Being a single target shout, it drains the paragon really fast.
It doesn't heal like RC, allowing something like Apply Poison to defeat a paragon using this skill.
There is enough condition removal already on monks and the new necro Foul Feast Foul Feast, even paragon has an elite already dealing with condition removal, Song of Purification.
Suggestion
Change functionality to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target ally is healed for 10..X..85 health" making it like an elite orison for paragon.
NEW SUGGESTION
Change functionality to "Elite Shout. You suffer from a Deep Wound for 10...6...5 seconds, and target ally loses all Conditions. That ally cannot be affected by removed conditions for 1..4..5 seconds"

NEW SUGGESTION

Change functionality to: 1 energy, 5 recharge "Elite Shout. Target ally loses all Conditions and suffers from a Deep Wound for 12...8...7.


Angelic Loki's Issue --Angelic Loki 17:41, 29 April 2008 (UTC)

Discussion

Issue
Same as the above, and that the paragon has much more viable (and passive) condition removal. This one doesn't really shine.
Suggestion
Allow the use of this skill pro-actively, to prot a monk on a spike or prevent a warrior from being blinded on a spike, giving it a dual use.
10 energy, 4 recharge
For 1..2..3 seconds, target other ally is immune to conditions, and you suffer a deep wound for 10..6...5 seconds.
Notes
This allows more use of the wearying skills, although I think they see enough use, so that isn't necessarily a problem. At 10 energy, you couldn't use this skill very often, and the lower duration forces an actual spec into motivation, while still requiring you to use the skill on time with the spike. Provides a good counter for a meta thats highly inclusive of blind-bots, while not providing enough utility that its required carry against all teams. Would provide interesting synergy with the Burning Isle guild hall, and against Crip Shot rangers.

Frvwfr2's Issue -- 13:37, 7 May 2008 (UTC)

Discussion

Issue
Weak, expensive, way worse than RC
Suggestion
Target ally and all adjacent or nearby allies lose all conditions. For each condition removed in this way, you suffer from Deep Wound and/or Blindness for 5...4...3 seconds (Maximum 15 seconds) and gain 1 energy. 5Energy, 2Recharge time. Breakpoints at 4,9, and 14.
This makes it better than RC for removal, but weaker for healing. DW+Blind if Nearby Range. One or other if adjacent. The 1 energy is to simulate leadership on a shout with no last time.
Or
Change cost to 1 adr, 0 recharge.
Solves nrg problems, but can still be blinded. Hurts your other Adr. skill use though...

Lumi's Issue

Issue
Same as above basically
Doesnt really stick true to its name, where having a flesh wound (deepwound) isnt hindering.
Suggestion
Make it buff ally's suffering from a deepwound
5 energy 10 recharge. For 3...8...10 seconds all allies within earshot attack 33% faster, move 33% faster and cast 50% faster whilst suffering from a deepwound.

Turns a potentially dangerous condition into a bonus. However, this comes with a downside in that players must decide whether to leave a character with IAS, IMS and HCT or cure them of the deepwound. Numbers may need tweaking.