ArenaNet talk:Skill feedback/Monk/Divert Hexes

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Reduce energy cost to 5 and remove the health gain. Atm it is just a better version of Blessed Light overall. Lower costs will make it more viable for hex remove (and cond. remove), but you won't have the big healing amount it can give you now (if you use it in the way it is ment to be used). A. von Rin 00:26, 28 March 2008 (UTC)
The thing I hate about this skill isn't the cost, but that the skill itself can be countered by the same thing its meant to counter. Most hex teams include a Migraine Mesmer, which is GG for a Divert Hex's Monk, since the skill is 1 second cast. I think a cost of 5 would help the problem, or a cast time of 1/4 while maintaining the 10 energy would help the problem. With Migraine Frustration, you could still interrupt a 1/4 second cast (the cast would be a touch under 3/4 with both of them on you) and the skill would be vulnerable to Signet of Humility, but it wouldn't be immediately countered by something almost every hex team has. --Angelic Loki 15:27, 28 March 2008 (UTC)
1/4 second cast would help, but most hex teams also use a Sig of Humility. 10 energy is good for all it does, but most people only need it for the hex removal, the condition removal is just an unneeded bonus. 1/4 cast should really be needed for Elite Hex removal though. Moush 18:38, 28 March 2008 (UTC)
I agree. It should either be 1/4 second to make it hard to interrupt, or it should be 5 energy so it doesn't hurt your energy pool as much when it is interrupted. Sig of Hum would still shut it down, but sig of hum is manageable with a well placed interrupt. If someone is going to spec a whole elite to beat a single type of team, that elite should do what it does well. --Angelic Loki 19:09, 2 April 2008 (UTC)
Its been pointed out to me that 1/4 second cast would be OP with the current setup of this skill, forcing hex teams to bring sig of hum or diversion when there should be other options for shut down. Therefore, I might suggests adding "Target other ally" if it were to be reduced to that casting time, or lower the spell to 3/4 of a second instead, making it harder to interupt (yes, the 1/4 of a second makes a lot of difference). I dont think that you could keep a team free of hexs even if the spell was 1/4 of a second, because of the recharge and energy cost, but I think that at least you would be able to get the spell off. --Angelic Loki 19:46, 10 April 2008 (UTC)

Can we make this a RC for hexes? 189.70.147.23 01:18, 23 April 2008 (UTC)

I would support your idea 189.70.147.23, but I don't think this will happen because Izzy always made: hex remove < condition remove...  :/ A. von Rin 15:54, 23 April 2008 (UTC)
That's because conditions are supposed to be cheaper to apply and generally less powerful (including harder to remove) than hexes. --The preceding unsigned comment was added by User:82.25.180.160 (talk).
What? Conditions are supposed to be easier to remove than hexes. -- Gordon Ecker 04:52, 25 July 2008 (UTC)
That's probably a typo. Conditions are easier to remove than hexes (see Dismiss Condition versus Remove Hex), but that's a reflection of how much easier to apply they are, generally speaking. --The preceding unsigned comment was added by User:82.27.252.185 (talk).

Lancy's proposal

Would the energy gain apply to the target or caster? -- Gordon Ecker 03:31, 13 September 2008 (UTC)

I completely changed the functionality so it takes x amount of seconds after casting a hex. Take a look :)--Lancy1214 13:27, 13 September 2008 (UTC)

Mahsa's Suggestion...

...is still only really effective against hex-heavy teams, which means it still sucks for PvP. --TalkRiddle 06:50, 1 December 2008 (UTC)

First off, this skill is designed to be anti-hex; the name even implies that..."Divert Hexes". Even your suggestion still promotes it as entirely anti-hex. Regardless, this skill functions (and should always) as a multi-hex remover and I think my suggestion would make it better. Go into TA and face off against 3 hexers and see how many hexes your ranger can get. Spammable hexes wouldn't be as powerful (not every team-build brings diversion or other relatable skills) and would require people to adapt. Divert Hexes will never be used in TA, but it should still be an option in other areas of PvP. --Mahsa 02:29, 5 December 2008 (UTC)

Ezekial's suggestion

This seems a bit weak against teams that aren't hex-heavy. I'd raise the default healing to ~35...151...180 (the same as Heal Other), and possibly raise the conditional healing reduction to 40 or 50. -- User Gordon Ecker sig.png Gordon Ecker (talk) 05:14, 5 December 2008 (UTC)