ArenaNet talk:Skill feedback/Mesmer/Shatter Hex

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Agreed in the spirit of your suggestion. Numbers wise, I'd like this at the in-between stage that HEV sat at: 10 energy, 1 cast, 12 recharge. The damage should come down to 15...83...100 or so to avoid exploding teams. ~Seef II <|۞> 05:29, 3 March 2008 (UTC)

agreed, this skill is too expensive --Zealous 16:35, 3 March 2008 (UTC)
It isn't too expensive. HeV costs 10 energy and is elite. You can't buff this without buffing HeV and nobody wants to buff HeV. Dutchsmurf 13:44, 4 March 2008 (UTC)
I think that understates what people look for from Hex Eater Vortex. It's not any one thing, it's that it has an efficient and compact effect, packing in hex removal, area-of-effect damage, and area-of-effect enchantment removal all into a single skill. Shatter Hex doesn't compare in that respect.
Not that I agree that it needs buffing. Shatter Hex has been an extremely solid skill since early GW, and that hasn't really changed. MA Anathe 02:31, 5 March 2008 (UTC)
I don't have much to say but to further the sentiment that Shatter Hex is really not in need a buff. It does see use. --Redfeather 07:37, 21 March 2008 (UTC)
That said, in terms of pure hex removal, it's very poor due to the 15Energy cost, so what you're paying for is the damage. This means that you have to use it carefully on hexed allies near your foes to get the most out of it, which while it is no bad thing (it encourages skilled play) means that you can't rely on it for primary hex removal. Also, mesmer bars rarely have space to spare on utility like this. I would prefer the cost and damage to come down to bring it a bit more in-line with Smite Hex and mean it's maybe even comparable in terms of plain hex removal (after all, having this on a midline mesmer would allow him/her to remove anti-monk hexes from the monks such as Backfire, Visions of Regret and Shame). --The preceding unsigned comment was added by User:81.107.196.50 (talk).
What about a conditional energy refund if it doesn't damage any foes, or making it damage the nearest foe within earshot to prevent the damage from being wasted? -- Gordon Ecker 00:00, 4 October 2008 (UTC)
That could work. Alternatively, you could go the other way and increase its recharge or something based on the number of people it injures (but set its base recharge lower). 82.27.252.185 18:27, 5 October 2008 (UTC)