Feedback talk:User/Shard/Searing Flames
From Guild Wars Wiki
Jump to navigationJump to search
i don't know about the first suggestion, but the second one would make the skill utter worthless for any situation.Akbaroth 12:50, 20 September 2009 (UTC)
- is the 1st suggestion even possible, I dont think there is any skill in the game that has an effect that disables a skill across multiple characters Talamare 13:01, 20 September 2009 (UTC)
- Xinrae's Weapon used to.
- I don't see how a skill better than Rodgort's Invocation (which people use heavily) would be "useless." ~Shard 03:01, 22 September 2009 (UTC)
- The skill wouldn't be better than Rodgort's in any way except for the 10 1 5 difference and 4 seconds of burning duration, which makes up for the lesser raw damage. Everything it has over Rodgort's is nullified by it's elite status and laughable effect on burning foes, 7 more seconds of burning. If anything both skills are equal in effectiveness and until Mind Blast is changed this skill isn't even worth looking at for GvG. Basically the change is another gimmick killer. That's 3 already, is it not?~>Sins WDB 15:52, 22 September 2009 (UTC)
- I guess you should feel relieved, then, that Shard doesn't get to change the skills? Although I must admit, I wish s/he did. S/he actually seems to have an understanding of balancing a game and the importance of not allowing permanent invincibility which puts him/her leagues ahead of any Anet employee ;) 65.207.54.194 16:23, 4 November 2009 (UTC)
- The skill wouldn't be better than Rodgort's in any way except for the 10 1 5 difference and 4 seconds of burning duration, which makes up for the lesser raw damage. Everything it has over Rodgort's is nullified by it's elite status and laughable effect on burning foes, 7 more seconds of burning. If anything both skills are equal in effectiveness and until Mind Blast is changed this skill isn't even worth looking at for GvG. Basically the change is another gimmick killer. That's 3 already, is it not?~>Sins WDB 15:52, 22 September 2009 (UTC)
Better wording of 2nd Suggestion[edit]
Searing Flames -
15 1 2 - "Target foe and nearby foes begin burning for 1...7...8 seconds. Foes that weren't on fire already take 10...82...100 damage."
how about that? It says the same but with less redundant Text and is way shorter. --SilentStorm 13:13, 20 September 2009 (UTC)
- The skill language would still need to be changed to regard when the effects take place (you would prolly want to do the check to see if they were on fire first, then if they weren't cause the damage. Finally, you would apply the fire condition). Aside from semantics, I actually think this would be a decent suggestion, as it still gives the opposing team mass condition application (burning being a heavy hitting condition) and the potential to deal spike damage if the team coordinates. It would also prevent the current ability to spam an attack that deals massive spike damage to a whole group (as with the 6 SF ele group).Saraphimknight 02:46, 22 September 2009 (UTC)
- For computer games, wording only matters to the point where humans can understand it. It has nothing to do with how the skill actually works. I'm not suggesting the exact wording, just the general change in its ability. ~Shard 03:01, 22 September 2009 (UTC)
- I understand your point, but at the same time, if the language doesn't say what the skill does, or does so in a way that is unclear, we usually get questions like "well, does it apply the burning condition first, and then check to see if they were burning before it was cast on them? Or does it check first, cause damage, and then burn them?" That's why I made the language point. That's why I then put semantics aside. Otherwise, yes, I understood what you mean. Sorry to nitpick.Saraphimknight 21:00, 22 September 2009 (UTC)
- First one feels very artificial, but the second one doesn't. I like that one better, tbh. -- NUKLEAR IIV 19:03, 4 October 2009 (UTC)
- Yeah, the mechanic on the first one would fix the problem, but it's kinda bad. I'm not so sure about the second one, though, as you would only be able to damage non-burning foes really. I would suggest simply upping the recharge a bit but that doesn't stop team spikes, actually hurts solo play, and doesn't really address anything. No, a rework is needed and I think your suggestion would be an improvement, but I'm not sure it couldn't be better. 86.27.179.159 13:51, 16 October 2009 (UTC)
- First one feels very artificial, but the second one doesn't. I like that one better, tbh. -- NUKLEAR IIV 19:03, 4 October 2009 (UTC)
- I understand your point, but at the same time, if the language doesn't say what the skill does, or does so in a way that is unclear, we usually get questions like "well, does it apply the burning condition first, and then check to see if they were burning before it was cast on them? Or does it check first, cause damage, and then burn them?" That's why I made the language point. That's why I then put semantics aside. Otherwise, yes, I understood what you mean. Sorry to nitpick.Saraphimknight 21:00, 22 September 2009 (UTC)
- For computer games, wording only matters to the point where humans can understand it. It has nothing to do with how the skill actually works. I'm not suggesting the exact wording, just the general change in its ability. ~Shard 03:01, 22 September 2009 (UTC)
- The skill language would still need to be changed to regard when the effects take place (you would prolly want to do the check to see if they were on fire first, then if they weren't cause the damage. Finally, you would apply the fire condition). Aside from semantics, I actually think this would be a decent suggestion, as it still gives the opposing team mass condition application (burning being a heavy hitting condition) and the potential to deal spike damage if the team coordinates. It would also prevent the current ability to spam an attack that deals massive spike damage to a whole group (as with the 6 SF ele group).Saraphimknight 02:46, 22 September 2009 (UTC)
Second suggestion[edit]
2 recharge, massive damage, 1 cast. Still far too powerful. Dark Morphon 15:31, 4 November 2009 (UTC)
- After every 1st cast, you'll be spending 15 energy just to add 7 seconds of burning? --RIDDLE 16:10, 4 November 2009 (UTC)
- you'd actually just be clicking another enemy and damage that one, good joke. Brandnew. 16:14, 4 November 2009 (UTC)
- Uhm, no. You have a spike support skill that recharges in 2 seconds. That's overpowered in my book. Dark Morphon 16:15, 4 November 2009 (UTC)
- You're telling me that, if this rendition would be as batshit
annoyinggay, you're going to let that ele keep spamming this with impunity? --RIDDLE 16:21, 4 November 2009 (UTC)- Are you trying to pull a "this skill has a counter" argument on me? I think we all know having a counter doesn't make something automatically balanced. Dark Morphon 16:10, 5 November 2009 (UTC)
- Mind shock/rodgorts is better as a spike assist anyway, not sure what's the big deal. Pika Fan 16:27, 5 November 2009 (UTC)
- How so? Dark Morphon 16:46, 5 November 2009 (UTC)
- Everyone runs fire shields, but not everyone bothers to bring lightning shields(mind shock eats through shields anyway). Rodgorts saves you an elite, sure it has 2 second cast, but any blind ranger can dshot 1 sec casts just as easily as 2 sec casts, and mind blast just ignores any need for emanagement. Pika Fan 16:53, 5 November 2009 (UTC)
- All right, but this skill recharges in 2 seconds. AoE damage and burning every 2 seconds is quite awesome, especially if that skill can also be used to spike. Furthermore, I consider Mind Blast a skill that needs to be nerfed, so I don't think that skill should be mentioned. Dark Morphon 16:59, 5 November 2009 (UTC)
- I am not arguing against or for a nerf. I am just arguing against the suggested version of SF being an OPed spike skill. Pika Fan 17:01, 5 November 2009 (UTC)
- Fair enough. It's clear this skill isn't as powerful as Mind Shock or Rodgort's Invocation when purely used as a spike skill. I think you're right on that. Now, do you think this skill, that is, Shard's second version of it is overpowered for general use or not? Dark Morphon 17:07, 5 November 2009 (UTC)
- I don't really like the way you get to cast rodgort's every 2 seconds on another person, you just need to tab through and find a non-burning target. Sure, it makes SF unabuseable in large amounts, but it certainly increases its viability a hell lot on a standalone 8v8 character. On the other hand, it would slightly undermine the rest of the spammable skills on the ele's bar, such as immolate.
- Fair enough. It's clear this skill isn't as powerful as Mind Shock or Rodgort's Invocation when purely used as a spike skill. I think you're right on that. Now, do you think this skill, that is, Shard's second version of it is overpowered for general use or not? Dark Morphon 17:07, 5 November 2009 (UTC)
- I am not arguing against or for a nerf. I am just arguing against the suggested version of SF being an OPed spike skill. Pika Fan 17:01, 5 November 2009 (UTC)
- All right, but this skill recharges in 2 seconds. AoE damage and burning every 2 seconds is quite awesome, especially if that skill can also be used to spike. Furthermore, I consider Mind Blast a skill that needs to be nerfed, so I don't think that skill should be mentioned. Dark Morphon 16:59, 5 November 2009 (UTC)
- Everyone runs fire shields, but not everyone bothers to bring lightning shields(mind shock eats through shields anyway). Rodgorts saves you an elite, sure it has 2 second cast, but any blind ranger can dshot 1 sec casts just as easily as 2 sec casts, and mind blast just ignores any need for emanagement. Pika Fan 16:53, 5 November 2009 (UTC)
- How so? Dark Morphon 16:46, 5 November 2009 (UTC)
- Mind shock/rodgorts is better as a spike assist anyway, not sure what's the big deal. Pika Fan 16:27, 5 November 2009 (UTC)
- Are you trying to pull a "this skill has a counter" argument on me? I think we all know having a counter doesn't make something automatically balanced. Dark Morphon 16:10, 5 November 2009 (UTC)
- You're telling me that, if this rendition would be as batshit
Fire Attunement | Searing Flames | optional | Glowing Gaze | Liquid Flame | Meteor | Aura of Restoration | Resurrection Signet |
- It would be OPed, and weighing the pros and cons, the cons of nerfing this way outweigh the pros. Pika Fan 17:14, 5 November 2009 (UTC)
- And if you'd also increase the recharge to, say, 5 seconds, would that be roughly balanced? Dark Morphon 17:00, 6 November 2009 (UTC)
- It would make it more balanced, but I can't say the skill isn't powerful even then. Rodgorts with less cast time, energy, recharge and more dot overall...it would probably still be abused in some way. SF would replace mblast eles in HA, that's a guarantee if people have half a brain. Pika Fan 17:35, 6 November 2009 (UTC)
- Ok. Dark Morphon 14:30, 12 November 2009 (UTC)
- It would make it more balanced, but I can't say the skill isn't powerful even then. Rodgorts with less cast time, energy, recharge and more dot overall...it would probably still be abused in some way. SF would replace mblast eles in HA, that's a guarantee if people have half a brain. Pika Fan 17:35, 6 November 2009 (UTC)
- And if you'd also increase the recharge to, say, 5 seconds, would that be roughly balanced? Dark Morphon 17:00, 6 November 2009 (UTC)
- It would be OPed, and weighing the pros and cons, the cons of nerfing this way outweigh the pros. Pika Fan 17:14, 5 November 2009 (UTC)