ArenaNet talk:Skill feedback/Mesmer/Spiritual Pain

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I'd rather take unnatural signet if i were sure to meet spirits, this gets too energy heavy after a while. But I'm for leaving it as it is as it isn't supposed to spike, its just some anti-spirit skill they made up to counter ritus who stand close to them. --Cursed Angel talk 09:01, 2 March 2008 (UTC)

A buff would be good here to help this skill do what it does. It's not especially effective as an anti-spirit skill, and not relevant in any other scenario. Lower cost to 5, Lower recharge to 15. It shouldn't be that it is used to destroy spirits, rather that it punishes the other team that uses spirits. The spirits become a tool to deal extra damage.--Skye Marin 21:22, 4 March 2008 (UTC)
You could change it to return energy if it hit a spirit, which would make it workable as a Spirit control. However, it should not be free as that makes it much more powerful than Unnat signet. Since the energy is the primary difference, you could also change the functionality to less spirit control and more spike by removing the recharge clause, and adding extra damage if it hits a spirit (The AoE can hit a spirit without a spirit being targeted) --Angelic Loki 03:29, 23 March 2008 (UTC)
the above idea is good. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 21:20, 25 March 2008 (UTC)
Another option would be to change it to a scaling skill, such as Signet of Mystic Wrath, and have it scale based on the number of spirits within earshot. I like my previous idea slightly better, as the skill is not so uncontrollably conditional. --Angelic Loki 18:39, 26 March 2008 (UTC)

"Spell. Target foe takes 15...65...75 damage. If that foe is in the area of a spirit, he takes an additional 15...63...75 damage." *5 Energy / *2 Activation / *15 Recharge. Makes it more a spike skill without instant recharge and AoE. A. von Rin 15:19, 3 April 2008 (UTC)

I like it, but scale down the conditional damage by half. It should be powerful even with no spirits around, but more so when there are spirits around. 150 (chaos, so armor ignoring) damage is way to high for a 5e skill. Bump it to 10 energy, and I think you have a nicely reworked skill. Bravo! --Angelic Loki 06:50, 4 April 2008 (UTC)
Good proposal, thx. I posted it with the "10 energy" change on the front page. :) A. von Rin 14:11, 4 April 2008 (UTC)


Functionality Change Suggestion

Spiritual Pain got hit after it was obvious it was overpowered. But now it's either a less useful function of an already existing skill in domination or it's a very energy intensive highly conditional pressure skill.

(Move to Illusion)(Changed to Hex)(recharge lowered to 20s)
Hex Spell. Target foes suffers -6 Health degeneration for 2...13...16 seconds. If this Skill hits a Spirit, all nearby foes are affected.
The suggestion is to change this into a more potent pressure skill that is hard to abuse.

--Redfeather 07:15, 18 March 2008 (UTC)

The suggestion is unworkable, since Hex Spells do not effect spirits. --Angelic Loki 03:27, 23 March 2008 (UTC)
No, you target the spirit, nothing happens to it, but everything in the area get's teh degen File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 20:05, 26 March 2008 (UTC)
The wording of the skill suggests that the hex would not be AoE, meaning you would have to target a spirit for the AoE effect to occur. since Hex spells cannot target spirits even if they have other effects (Try shatter stone, from the water magic line), the suggestion is unworkable. --Angelic Loki 01:27, 27 March 2008 (UTC)

Gordon Ecker's issue

Basically, the idea is to make it Domination Magic's version of Clumsiness and Wandering Eye. -- Gordon Ecker 02:10, 10 September 2008 (UTC)