ArenaNet:Skill feedback/Ritualist/Binding Chains

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Binding Chains Binding Chains

Bargaw Issue -- 09:36, 20 July 2008 (UTC)

Discussion

Issue
Too easy to broke, long casting time, expensive, long recharge, poor meele counter slow/disable attack alone is enough to disable meele
Suggestion
10e 0.5c 15r

Hex spell 5..15s duration. Target foe attacks 50% slower, if in area if spirit target also moves 90% slower. Ends if you hit target with attack.



Yullives' issue -- 01:20, 1 September 2008 (UTC)

Yullive 23:10, 31 August 2008 (UTC) Discussion

Issue
Nice effect but to long Activation time, to long Recharge time and to much Energy. Not practicable if damage ends the hex.
Suggestion

5 Energy1 Activation time15 Recharge time - (Communing) - Hex Spell. (1...8...10 seconds.) Target foe moves 90% slower and cannot attack. Ends if this foe takes damage.

FalconEye's Proposal

Issue
See above 2 issues.
Suggestion
-Make it Weapon Spell

10 Energy1 Activation time30 Recharge time - (Communing) - Weapon Spell. (5...13...15 seconds.) You and target foe moves, attacks, and casts spells 66% slower. No effect unless spirits are within earshot.

--Falconeye 07:28, 10 April 2009 (UTC)

Just Not Useful

Issue
Like Iron Mist, the way this skill works just isn't really useful. It requires much too much effort and coordination for its benefit, and even then it isn't great.
Suggestion
Give it a shorter effect and make the conditions less stringent. If this became a useful snare, Communing Rits might be useful as support characters much like water eles (e.g. Dulled Weapon for anti-melee, this for a snare, Brutal or Sundering Weapon to buff melee et.c.).
Personally, I would have:
Binding Chains Binding Chains. 10 Energy 1 Activation time 20 Recharge time.
Hex Spell. For 5...17...20 seconds, target foe moves and attacks 66% slower. Binding Chains ends if damage drops that foe's Health below 50%.
This would make it much more viable as a snare in terms of energy cost, duration and recharge, but stop it from being so horrible on attackers. Also, it's not going to end on a mere wanding from someone on your team, but the 50% health requirement does mean that if you try to spike someone snared by it they will have a chance to get away.

Akira's Issue

Issue
It's been pointed out Hex removal doesn't fit the rit. This is fine by me, but I'd like to see all hexes removed from the skill line up as well. (It's not like any of the hexes actually see use anyway).
Suggestion
15e//2c//15r Spell. Target spirit and all nearby spirits deal +5..17..20 damage but lose 0..5..7 health every second.
Takes over the spirit spam +damage function Painful Bonds used to hold, but makes it an AoE effect which kills its own spirits; harder to use in RA, easier to use in PvE.

Gutti's Suggestion

  • Issue:
same as above
  • Suggestion:

15 Energy¼ Activation time10 Recharge time - (Communing) Skill. (5...9...10 seconds.) All of your spirits within earshot inflict Cripple condition (1...2...2 seconds) when they attack. -Gutti Loh 08:11, 5 July 2009 (UTC)