Feedback talk:User/Glov/Withdraw Hexes Suggested Change
Hexes play a major role in the actual PvP meta. Withdraw Hexes has never been useful since factions was released, and it couldn't be buffed: removing All hexes was simply too much. With my suggestion, I intend to keep Withdraw Hexes as a efficient party-wide hex removal to counter hex-heavy PvP teams (this suggestion is focused on PvP, but it applies to PvE aswell). note: my original intent with this skill was for it to be unliked to any attribute, like Emphatic Removal, while still keeping the Divine Favor condition to prevent abuses from any profession with a monk seconday. I haven't put this into my suggestion because I don't know if its possible to the game mechanics. Glov 21:09, 27 November 2010 (UTC)
- I don't understand the title of the page, and neither will the developers. If this is a suggestion to change the skill Withdraw Hexes then that is what you should have titled the page, not Create. If you wish to rename it properly, then simply use the move tab at the top and give it a proper name. -- Wyn talk 03:53, 28 November 2010 (UTC)
- Yeah, I thought he was suggesting a new Divine Favor spell called "Create". That's some pretty divine power there. As for the suggestion itself, I think it would be a nice alternative against big AoE hexes. Maybe make it target ally and all nearby or area allies, instead of just auto-self targeted. FleshAndFaith 06:12, 18 December 2010 (UTC)
I have no idea how to change the title of the article, sorry Glov 11:19, 11 January 2011 (UTC) 11:15, 11 January 2011 (UTC)
- I moved it for you, Glov; I hope I have not overstepped. Your suggestion does look nice though, but I believe the energy cost should be at least 10 and maybe a 2 second casting time. Withdraw Hexes as it stands isn't used very much because the recharge is potentially as long as Smiter's Boon. But it needed to be long otherwise you'd have a very overused and overpowered skill, as you well know. The recharge you have isn't too bad for a hex remover, but the energy and casting time need to be upped to keep the skill balanced, imho. In any case, good suggestion. --Ravencroft0 12:18, 11 January 2011 (UTC)
- I think for 10 energy, a 10-15 second recharge is plenty. A 1 second or 3/4 second cast time would be fine too. Here's my logic: It only removes 1 hex per target. If you are in a hex heavy area, chances are good your team is being hex stacked. Let's say you are running balanced, with 1 heal and 1 prot monk. Even if both monks had this elite, that's only 2 hexes per person every 10~ seconds. It's good against annoying hexes like Suffering and Deep Freeze, but isn't overpowered against monsters that stack hexes on a few party members. FleshAndFaith 20:01, 15 January 2011 (UTC)