Feedback talk:User/Dark Morphon/Depravity
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Thoughts? Dark Morphon 12:10, 7 October 2009 (UTC)
- I'd be more likely to use the current Depravity over this. It just doesn't seem...useful. xP Bathory talk 18:52, 7 October 2009 (UTC)
- This suggestion does not punish bad positioning but rather forces backliners into closer proximity of the target, which will most likely be frontliners. This would be very useful in GvG, but not so much in terms of general use. In PvE the skill would still be rather useless, but hey that happens. That all said I think the skill would be better suited having a 0...3...4 second duration with a
5 1 12 skill data set. I also feel it should be moved to death magic. The reasons being it brings attention to that attribute (by both the player base and ANet) and Curses has too many powerful skills already.
- Being in death magic also means there's no easily available enchant removal skill to remove a veil, which is pretty much this skills only counter besides being twice as close to your ally. If it were in death magic, assuming people aren't being dumb and running a bunch of minions, that means the necro's skill set would be less like the current passive effect spamming and they would play a more thoughtful active role. Maybe playing spike support, a more active pressure role, or other unused skills.~>Sins WDB 22:03, 7 October 2009 (UTC)
- Well, my version mostly punishes overextending. If you use this on a Warrior that is overextending it becomes even harder for a Monk to save him if the opposing party targets him. Of course, if the Warrior plans to overextend, the monk could pre-veil him. I'm pretty cautious about this skill because it could easily become very, very dangerous. Concerning moving to Death Magic, while I like the idea of paying some attention to that line I think this functionality fits better in the Curses attribute. Death Magic seems more like a Poison/Disease spread line to me, with abilities to exploit corpses. If my Soul Reaping change is done, it would suddenly become a lot more interesting relatively since it rewards using those corpse exploits. Idk, I'll think about it. Dark Morphon 10:46, 8 October 2009 (UTC)
- Being in death magic also means there's no easily available enchant removal skill to remove a veil, which is pretty much this skills only counter besides being twice as close to your ally. If it were in death magic, assuming people aren't being dumb and running a bunch of minions, that means the necro's skill set would be less like the current passive effect spamming and they would play a more thoughtful active role. Maybe playing spike support, a more active pressure role, or other unused skills.~>Sins WDB 22:03, 7 October 2009 (UTC)
- this skill would be very dangerous in spike situation for monk, infuser have very little reaction time to counter spikes, If a monk is in normal spell range during a spike, how much time you think they would have to get into range and heal? not much if at all imo, --BobbyT 01:52, 13 October 2009 (UTC)
- I realise the danger with this skill, which is why I gave it such a low duration. I'm thinking of scrapping this one as it is simply too dangerous and gives too much shutdown. Dark Morphon 09:32, 13 October 2009 (UTC)
- this skill would be very dangerous in spike situation for monk, infuser have very little reaction time to counter spikes, If a monk is in normal spell range during a spike, how much time you think they would have to get into range and heal? not much if at all imo, --BobbyT 01:52, 13 October 2009 (UTC)
Just a thought[edit]
I know you don't like it to be Mesmer like, but I find your change to make it Assassin like. I don't mind either, just saying. Previously Unsigned 21:25, 8 October 2009 (UTC)
- Hmm, I think the difference here is that Assassins generally only weaken defenses for themselves only while Necromancers do it for the party. Dark Morphon 12:37, 10 October 2009 (UTC)
- Rigor Mortis vs. Expose Defenses. Half range spells are usually Assassin spells, but they don't have anything that forces people to have half ranged spells. This seems like it would fit on a Necromancer. xP Bathory talk 19:02, 10 October 2009 (UTC)
- I love this idea :P How about longer duration and adding 10...42...50% attack miss chance? --TeaCat 16:58, 13 October 2009 (UTC)
- This skill is extremely powerful as it is. I really wouldn't like making it even better. This skill should be good only when you use it properly otherwise it will become a stupid Hex like most of them are right now. A miss chance would give it a lot of bar compression, bar compression that is totally unneeded for this skill to function well. Dark Morphon 16:30, 14 October 2009 (UTC)
- I love this idea :P How about longer duration and adding 10...42...50% attack miss chance? --TeaCat 16:58, 13 October 2009 (UTC)
- Rigor Mortis vs. Expose Defenses. Half range spells are usually Assassin spells, but they don't have anything that forces people to have half ranged spells. This seems like it would fit on a Necromancer. xP Bathory talk 19:02, 10 October 2009 (UTC)
Change[edit]
I have changed the skill into a somewhat more pressuring one, while it's still very useful on spikes, just not every 10 seconds. I also added a downside to it. Dark Morphon 12:50, 20 October 2009 (UTC)
- Do not like. Unless there are Monks or Ritualists around, who else is going to be casting spells on them from a distance? 64.222.106.112 12:54, 20 October 2009 (UTC)
- I'm afraid I don't understand your question. Could you reword it, please? Dark Morphon 13:06, 20 October 2009 (UTC)