Feedback talk:User/Derikvyreflame/Reaper's Sweep

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Completey inferior when it comes to the killing power of Wounding Strike as well as it has too many functions pressed into a completely imbalanced skill with a ridiculous recharge and cost. Reaper Sweep is a powerful knock down skill but is focused too much on snaring making it useless for PvE. If you want to buff it just give it it's old damage of 10...34...40 back, but please don't give it such a stupidly imbalanced function. Da Mystic Reaper 22:55, 17 September 2011 (UTC)

agreed! I don't get the point of this suggestion... only the wish "I want something that looks f***** aweseome" :/ --02:57, 18 September 2011 (UTC)
To both of you: It's an elite skill. Just because other elites can be spammed (Searing Flames and Word of Healing comes to mind) doesn't mean all elites are supposed to be like that. I designed this to be a skill that is powerful, yet still has draw backs... as elites SHOULD be. Think of it as a high-risk, high-profit kind of deal. Notice I also left the damage and deep wound durations open: they don't have to be huge numbers. Besides, I don't see how it's "stupidly imbalanced"; a half-range projectile that causes damage and deep-wound, and has a conditional shadowstep, and a blockable/blindable/etc. cripple (WITHOUT bonus damage, and tied to another attribute, for that matter), all balanced out so that it can't be spammed or abused by other classes.
The point of this suggestion is to get more of a variety to the Scythe Mastery attribute. Right now, we have to choose between two scythe attacks, which are both basically for teardown attacks. Instead of having two scythe attacks, have one spammable (wounding strike) and one "game changer", so to speak. Despite their... negative tones, thank you for your comments, they are appreciated. ^^ Derikvyreflame 18:17, 18 September 2011 (UTC)
You are comparing caster elites with martial elites wich is a big mistake to do. For casters a long recharge vs huge power is not much of a problem, for the martial classes it is a huge problem especially when it comes to attack skills. When it comes to attack skills they need to be able to be used often and on demand, your version or Reaper's Sweep is nowhere near that. Another flaw is that you are removing the only KD skill the dervish has wich players have been begging for a long time. Also a scythe attack that is a half range projectile, that itself is wrong in case you have forgotten scythe attacks melee attacks. It is nothing more than a skill to open a chain with and only once every 25 seconds, not even assassin chains have such a long recharge. And the effects you put into it; deep wound, cripple, shadow step, teardown and damage, like i said you are putting too much into one skill. It may look awesome in your opinion but the fact remains that 99.9% of all of the dervishes would hate your for suggesting such bad skill. Yes i am breaking it down into oblivion because your Reaper's Sweep is as stupid as it is imbalanced. I usually try to keep it nice and keep it the criticism as positive as possible but i simply cannot with such a horrible suggestion. Don't feel to down about the negative feedback, try to redo your suggestion into something usable instead of this.

10 Energy1 Activation time25 Recharge time Elite Scythe attack Half range Projectile. This attack deals +10...34...40 damage and inflicts deep wound condition (5...17...20 seconds). Removes a dervish enchantment teardown effect: shadowstep to target foe and inflicts crippled condition for each rank of Mysticism you have.

Welcome to the GWWiki community! Da Mystic Reaper 19:08, 18 September 2011 (UTC)
Thank you for the welcome! ^^
I am not feeling at all bad about the critisism, I enjoy the feedback ^^. My idea for the skill is not to be used to start a fight, but to finish it. Thinking along those lines, perhaps a high adrenaline cost (7 or 8, like the skill itself) would be better. Knowing about the KD thing, I think changing it to something like this might be better:

7 Adrenaline5 Recharge time Elite Half range Projectile Scythe attack. This attack deals 10...26...30 slashing damage and inflicts deep wound condition (5...9...10 seconds). Lose 1 Dervish enchantment. Removal effect: Shadow step to target foes location, and target foe is knocked down (2...3...3 seconds).

The adrenaline makes it more of a finisher, and the recharge keeps it from being over-abused. This also keeps the effect of the original skill, while giving it the new function I was looking for.
Any more feedback is welcome ^^ Derikvyreflame 19:53, 18 September 2011 (UTC)
That is a big improvement in function, what i still don't understand why you designed it as a projectile and has a shadow step functions wich belongs to that assassin as flash enchantments belong to the dervish. Just make it a normal scythe attack with +10...26...30 damage instead of 10...26...30 slashing damage. Reverting it back to it's original adrenaline cost without a recharge and it's a elite more than worthy of using. Da Mystic Reaper 20:22, 18 September 2011 (UTC)
The projectile was just an idea i had been playing around with for a while: you throw your scythe, and as the blade slices into your opponent, you teleport to them and rip it out in a reaper like fashion. Shadow step is not a function restricted to Assassins; see Ride the Lightning and (ableit for your pet) Strike as one. I take inspiration from reapers in media who appear at a person's time of death and end their life. In-game example: Impending Dhuum. I chose to make it straight 10...26...30 instead of the damage bonus so that it isn't too over-powered. Making a skill with damage and DW, along with conditional shadowstep and KD is already strong, but making the damage able to go up to 80 or so when hitting a squishy... I think that's a bit too powerful. Although, if you do lose the functionality of the projectile/shadowstep, the +10...26...30 would be a good change. Derikvyreflame 20:38, 18 September 2011 (UTC)