ArenaNet talk:Skill feedback/Mesmer/Psychic Instability

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wat. 4 sec KD with 10 sec recharge and 5 energy cost? Moush 22:28, 27 March 2008 (UTC)

Thats like WoD only now your 100% shut down ~ SCobraUser-SuperCobra-Sig.png 22:42, 27 March 2008 (UTC)
not really, unless you have someone casting 1 second spells(.75 cant be considered reliable) non stop you won't be able to use this. right now as far as i see it this is a spammable mesmer skill interrupt which throws out pretty random kds which are very much useless. im not sure about 4 sec duration, maybe 3, however ill stick with 4 because nerfing down when you see its overpowered is easy, buffing twice is hard however.
Random? It KDs only on interrupts, so if you time it well it's pretty good. Dark Morphon(contribs) 08:19, 28 March 2008 (UTC)
But the opponent decides when to cast the spell so you really have very little choice as to timing. A kd 3 seconds before or after your team spikes might as not have happened at all.--SiDima 11:05, 28 March 2008 (UTC)

Eh, I agree it could use a buff. I think a 3 second kd for interrupting someone isn't 2 imba. Considering only primary mesmers can use it. Or what about something creative like, interrupt target foe. If you interrupted a spell or a chant target foe is knocked down and hexed with psychic instability for 15 seconds. If target foe is interrupted with psychic instability while this hex is on them the kd duration is increased by one second(maximum 4 seconds) and this hex is renewed. Dunno if it would be imba though. It's kind've hard to tell with uncoordinated kds. But, some change would be good. Demosthenes 17:17, 4 September 2008 (UTC)

The problem with KD is it can't be altered by a skill rebalance, they're hardcoded and as such, can't be messed with. --AlexEternal 19:39, 7 October 2008 (UTC)
Backbreaker nerf says O HAI!
The thing is that while the KD is powerful, you only get it when interrupting someone (and so it's hard to spike with this) and also mesmers have nothing which can make use of the KD. To compound this, most things which do take advantage of KDs are melee-ranged (or just not all that powerful, like Ash Blast). Thus, the only real advantage of the KD would be minor pressure (e.g. KDing a monk would allow your team to deal some damage) or to relieve some (e.g. KDing an enemy ele), and so a small buff wouldn't be out of order. How about adding a small amount of damage (e.g. 15...51...60) or even energy loss (I would keep this low, though - perhaps ~0...4...5), the latter of which would better fit the theme. An alternate idea (though maybe a less streamlined one) would be to have it hexing a foe for a few seconds with slower cast times, energy degen or something... maybe an effect like Web of Disruption's, since IMO that would fit the theme really well.