Feedback:User/Ph03n1x/Put a Leash on Enchantment Removal

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Enchantment Removal Has Gotten Out of Hand!


Cover enchantments have become necessary if you're using a long-lived, expensive, or powerful enchantment. In many cases, enchantments that fit that category see little use. There are the low-cost, fast recharging removal skills like: Corrupt Enchantment Corrupt Enchantment, Assault Enchantments Assault Enchantments, Discharge Enchantment Discharge Enchantment, Gaze of Contempt Gaze of Contempt, and Disenchantment_(attack) Disenchantment_(attack). Then there are the mass-removal skills like Air of Disenchantment Air of Disenchantment, Chilblains Chilblains, Hex Eater Vortex Hex Eater Vortex, Well of the Profane Well of the Profane and Winds of Disenchantment Winds of Disenchantment. The quantity and power of these skills make long-term enchantments impractical for high-end PvE and plain stupid for PvP. Monks and Elementalists become crippled: only some enchantments from the Monk's repertoire are viable for helping protect the team and the Elementalist finds it incredibly straining to use high-energy skills and so resorts to cheap, gank-and-run elites.

I propose a system of tiers or subsets for enchantments and specifications in the descriptions of their counterpart removal skills so the removal ability is limited to certain types of enchantments. Enchantments can be classified by tiers (or some other qualifier), much like skills are tiered by elite and non-elite status. Likewise, Enchantment removal spells would have their power limited to a certain tier of enchantments. This power could rise with attribute investment in some skills, as well: "Remove a tier 1...3...3 enchantment from target foe." Lower tiers would be more common and higher tiers less so. Likewise, lower tiers would have weaker effects than higher tiers would, or need to be able to be more easily removed because of their spammability. To maintain the power of skills that remove higher tiers, it could be an inherent ability of those spells to be able to remove enchantments of tiers below the one stated in the description, as well.

In this way, PvE and PvP would be much more easily balanced because of the ability to change the tier of a single enchantment or the tier of one that a spell is allowed to remove rather than having to change the enchantment's functionality. This tier system could be applied to hexes and hex removal skills, as well, if necessary.

Example:
Corrupt Enchantment Corrupt Enchantment

5 Energy.75 Activation time10 Recharge time
Hex Spell. "Remove 0...1...1 tier two enchantment from target foe. If an enchantment is removed in this way, that foe suffers from -1...7...8 Health degeneration for 10 seconds.."


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10 Energy2 Activation time30 Recharge time
Spell. "Target foe loses a tier one enchantment. If an enchantment is removed in this way, that foe also loses 4...9...10 Energy."


Reversal of Fortune Reversal of Fortune

5 Energy.25 Activation time2 Recharge time
Tier One Enchantment Spell. "For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15...67...80. "


Signet of Synergy Signet of Synergy

0 Energy1 Activation time10 Recharge time
Signet. "Target other ally is healed for 40...88...100 Health. If you are not under the effects of a tier three enchantment, you are also healed for 40...88...100 Health."


Gaze of Contempt Gaze of Contempt

10 Energy2 Activation time15 Recharge time
Spell. "If target foe has more than 50% Health, that foe loses all tier one enchantments."