ArenaNet talk:Skill feedback/Ritualist/Warmonger's Weapon
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Shard's Discussion
was already nerfed , don't need anymore nerfs 189.70.157.91 00:30, 20 February 2008 (UTC)
- It's still "HEY I CAN INTERRUPT ANY CASTER" for half the time... -- Armond Warblade 00:45, 20 February 2008 (UTC)
- I think this skill is still completely ridiculous and needs to be nerfed again. Since when should interrupting be a matter of using a 33% IAS and mashing buttons? Bad players just spam interrupts on recharge and that shouldn't be effective. Unfortunately with this skill (and Magebane Shot) you can just interrupt everything without even looking at what skills your opponent is using, how is that good for the game? The suggestion to limit the number of interrupts would probably make this skill more reasonable. You could change it to trigger on attack skills only although it wouldn't really change much for assassins that simply shadow step next to you and mash their combo while interrupting all your skills. --Draikin 14:18, 20 February 2008 (UTC)
- <3 -Auron 14:23, 20 February 2008 (UTC)
- Yeah this skill is stupid. All other skills with a similar function are removable in some way and all of them are more conditional/limited too. It's so blatently imbalanced. --TimeToGetIntense 15:34, 20 February 2008 (UTC)
- To deal with sins, maybe have it only interrupt on every third attack? -- Armond Warblade 19:09, 20 February 2008 (UTC)
- Yeah this skill is stupid. All other skills with a similar function are removable in some way and all of them are more conditional/limited too. It's so blatently imbalanced. --TimeToGetIntense 15:34, 20 February 2008 (UTC)
- <3 -Auron 14:23, 20 February 2008 (UTC)
- I think this skill is still completely ridiculous and needs to be nerfed again. Since when should interrupting be a matter of using a 33% IAS and mashing buttons? Bad players just spam interrupts on recharge and that shouldn't be effective. Unfortunately with this skill (and Magebane Shot) you can just interrupt everything without even looking at what skills your opponent is using, how is that good for the game? The suggestion to limit the number of interrupts would probably make this skill more reasonable. You could change it to trigger on attack skills only although it wouldn't really change much for assassins that simply shadow step next to you and mash their combo while interrupting all your skills. --Draikin 14:18, 20 February 2008 (UTC)
make it the same duration and recharge of Wailing Weapon , since both of them are anti-melee/caster , this suggestion "For 20 seconds, target ally's next (1...4...5) attacks against non-attacking foes interrupt that foe." it's pointless , would just turn this skill into a big piece of crap , making it useless like most of the channeling-line skills. 189.70.170.208 15:43, 20 February 2008 (UTC)
- Enchantment Spell. For 4...7...10 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. And change recharge to 15 seconds. This way it would be easier to counter the skill, but still would be usefull (although being more expensive). A. von Rin 20:53, 20 February 2008 (UTC)
- I like that idea. -- Armond Warblade 21:06, 20 February 2008 (UTC)
it's a very good idea to change into enchantment , but then what about the skill name that is Warmonger's Weapon? 189.70.170.208 00:06, 21 February 2008 (UTC)
- Lol! TY for this one, but i don't think it is a big deal to change the name, as long as this skill isn't OP anymore... ^^ But if you think this is important, then let them change the name into "Warmonger's Influence" (or something like that)! A. von Rin 00:53, 21 February 2008 (UTC)
- It doesn't need to be removable. Increase the cast time to 2 seconds, limit the number of attacks and it won't be broken anymore. It might not even be playable, but which skills that do this are? I wonder why not? Because this mechanic is broken. --TimeToGetIntense 09:18, 21 February 2008 (UTC)
- Removable would stay playable for both sides. Your version just kills another skill and i don't like this form of "brute balancing", but prefer instead some "fine tuning"... >.< A. von Rin 14:31, 21 February 2008 (UTC)
- It doesn't need to be removable. Increase the cast time to 2 seconds, limit the number of attacks and it won't be broken anymore. It might not even be playable, but which skills that do this are? I wonder why not? Because this mechanic is broken. --TimeToGetIntense 09:18, 21 February 2008 (UTC)
Solution is very simple. Make it end if it hits a foe who is attacking. Or, better yet, make it end when it doesn't hit. Lower recharge too, if you do this.
the suggestion above ^ is excellent imo , making it "This weapon spells ends the next time you fail to hit" would be good , so block/blind would strip this spell , or the suggestion of A Von Rin is also viable , limiting the number of attacks is like removing this skill from the game , it won't have any use 189.70.114.42 16:58, 21 February 2008 (UTC)
- I think the mechanic this skill uses is broken and therefore it is best to remove it from serious play. Some skills are just badly designed like that. --TimeToGetIntense 23:00, 21 February 2008 (UTC)
- For 2..6..7 seconds, target ally has Warmonger's Weapon. If that ally strikes a foe that isn't attacking, that foe is interrupted. This effect cannot trigger more than once every two seconds.
- More WoW-ish, the other suggestions are probably better and easier to implement. --24.9.234.253 23:06, 21 February 2008 (UTC)
- "More WoW-ish" screams to me "Far less likely to be able to implement on game engines that aren't designed by Blizzard". -- Armond Warblade 10:42, 22 February 2008 (UTC)
- Hence the disclaimer. --71.229.204.25 10:52, 22 February 2008 (UTC)
- "More WoW-ish" screams to me "Far less likely to be able to implement on game engines that aren't designed by Blizzard". -- Armond Warblade 10:42, 22 February 2008 (UTC)
HB fails. Move onwards. --Readem 23:34, 21 February 2008 (UTC)
The only place where Warmonger's is really used anymore is in TA. It's underused and not in need of a nerf. 76.89.81.150 15:00, 29 March 2008 (UTC)
- You've obviously never played with or against a Sway team in HA then, the Rt takes arcance echo to echo this very skill onto 2 R/D's, its a very powerful game mechanic and as has been stated already, all the other skills which do this are all virtually unplayable in any PvP arena. Ajax Baby Eater 22:57, 3 April 2008 (UTC)
- Then nerf Sway, not this. Sway needs to be nerfed anyway, and this skill isn't the main culprit (*looks at escape and pious assault*). --Kalas Silvern 10:15, 13 May 2008 (UTC)
- You've obviously never played with or against a Sway team in HA then, the Rt takes arcance echo to echo this very skill onto 2 R/D's, its a very powerful game mechanic and as has been stated already, all the other skills which do this are all virtually unplayable in any PvP arena. Ajax Baby Eater 22:57, 3 April 2008 (UTC)
- Not an excuse for it being broken. -- Armond Warblade 16:51, 14 May 2008 (UTC)
Already easily countered: The spell is already able to be countered by any single melee-counter. Blind, blocking, kiting, anti-melee hexes that cause you to miss or take damage per hit, thus causing them to stop attacking, etc. The point of weapon spells is precisely that they provide nice bonuses that can't be disenchanted, hence why you can only have one up at a time. MrGrendel 21:21, 20 April 2008 (UTC)
- Not an excuse for it being broken. -- Armond Warblade 16:51, 14 May 2008 (UTC)
- Also, any decent team will realize the counters and build around them. -- Armond Warblade 21:05, 16 May 2008 (UTC)
- Thats no problem as any decent team will play something else :p random interrupts ftl.81.244.121.134 06:37, 31 May 2008 (UTC)
I don't think its broken imo, just because it part of a broken team build doesn't mean it can be nerf to hell, prot monks carry guardian anyways so it not like your not going to get a cast of, and they don't really see much use outside of sway team and RA. channeling line is not a popular line to begin with and there other better option for interrupts, the nerf to it before was good enough.--Metal Sazz 03:48, 12 June 2008 (UTC)
- Even with Guardian, anything above 3/4 cast is at severe risk of interruption, especially when scythes start getting involved. -- Armond Warblade 05:43, 12 June 2008 (UTC)
How about, "For x...y...z seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. If target ally attacks a foe who is attacking, that ally is interrupted. This skill ends if target ally stops attacking". We would end with a complex skill, but...
- If the foe is casting a spell: the spell is interrupted.
- If the foe is attacking: the ally is interrupted, therefore he stops attacking, therefore the skill ends.
- If the foe moves around: the ally would also have to move around chasing his target, therefore he would not be attacking, therefore the skill would end.Erasculio 06:45, 12 June 2008 (UTC)
- And what would you do to stop paragons? ~Shard 06:52, 24 July 2008 (UTC)
Dark Morphon's Issue
Should fix it. Dark Morphon(contribs) 14:23, 10 August 2008 (UTC)
- It doesn't scale. You really want this to be next Gale for GvG, be my guest. Most mesmers are already Me/Rt anyway... RitualDoll 00:14, 21 August 2008 (UTC)
- This skill needs to be reworked or nerfed to the Fissure of Woe and back. Doesn't promote skill, only promotes interrupt spam. Seriously, I don't see why people complain about ranger interrupt spam when this skill puts ranger interrupts to shame and doesn't empty your energy bar when you fail to interrupt.