Feedback talk:User/Shard/Visions of Regret

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If you say so. Seems unwarranted. User Bathory Spirit to Flesh.jpg Bathory talk 06:07, 20 September 2009 (UTC)

This is another suggestion of yours that destroys gimmick team builds. According to your own rules you say an elite skill should only be about 2x as powerful as it's non-elite form. This skill is between 2x and 8x as powerful even if we median or mean this that 6x or 5x as good. Additionally the activation is 33% better on top of the effect, making it's denial of use much more difficult than a diversion. The duration is half but 6x1.33/2 still equals 4. And, no adding 4 seconds to the recharge still doesn't make this skill reasonable, as I'm sure you know. Point is with a skill like this make a gimmick team useless and you make backliners very susceptible to shutdown, and they are the life of a team. I recommend making a separate party disable scaling 1...7...9 seconds similar to what I suggested with Xinrae, but slightly less powerful given the recharge of this.~>Sins WDBUser The Sins We Die By Sig.png 18:58, 20 September 2009 (UTC)
By the way sorry for the awful grammar above. ~>Sins WDBUser The Sins We Die By Sig.png 02:32, 21 September 2009 (UTC)
WTF r u talkin' bout 8x more powerful than diversion?? Any team bringing 8 copies of the exact same skill would lose nomatter what in a reasonable world --ilrUser ilr deprav.png 08:48, 24 September 2009 (UTC)
hah the name fits this perfectly!!! Talamare 08:52, 24 September 2009 (UTC)
Ilr, learn to read someone's main focus. I said potentially 2x-8x as powerful, I further went on to point out that the mean (average) of those numbers is 5. I further went on to conclude that the median number is probably 6 due to gimmick teams, which are used very frequently, often running 6-7 of nearly the exact same build. Potential was not the main focus of my point, it was the likelihood of running into gimmick builds and the fact that teams often have two similar monk backliners that were my main focuses. ~>Sins WDBUser The Sins We Die By Sig.png 02:38, 25 September 2009 (UTC)
Go figure, a skill that makes you want to run a different build /support the change -Talamare- feedback 05:48, 25 September 2009 (UTC)
Sins, someone else pointed out the same problem with my Xinrae's (the shutdown length). Yes, it's a bit too long. I've changed some numbers around. ~Shard User Shard Sig Icon.png 06:08, 25 September 2009 (UTC)
Shouldnt this be interruptable? (ie 2 second cast) -Talamare- feedback 06:12, 25 September 2009 (UTC)
Not for a 3 second long effect. ~Shard User Shard Sig Icon.png 07:04, 25 September 2009 (UTC)

Completely destroys Caster Spike gimmicks. I love it. Dark Morphon 08:18, 25 September 2009 (UTC)

Exactly, that's my problem with it. On top of that it can be used to kill backline effectiveness, which is even more devestating to teams running two prot/heal hybrid monks with similar builds. This in addition to affecting skills and being in a desirable attribute line makes this even more powerful than Shard's suggestion to Xinrae's Weapon. This skill doesn't even have a trigger end, which I guess is somewhat justified by the 3 second duration as opposed to 6. That's just the effect though, the use is so easy with a 1 second cast on top of fast casting. That means can wait for someone to activate a 1 second cast skill and land VoR in there before it finishes casting, this becomes almost guarenteed when a 40/40 set HCT hits. It's also not very hard to anticipate a 3 second time period where the backline, or other player roles, will need to use a skill. In this form it's almost guarenteed for this skill to disable something for too long.~>Sins WDBUser The Sins We Die By Sig.png 06:46, 27 September 2009 (UTC)
I don't understand why you support caster spikes, a gimmick that is literally impossible to balance. Other than that, this skill's great power is justified by its elite status and recharge. At any rate, it's better than the current version. Dark Morphon 10:32, 27 September 2009 (UTC)
I support gimmicks existing because the player base that's not into PvP needs a transition tool and gimmicks help players learn basic PvP team concepts. This skill is 100% not balanced though. The effect on gimmicks aside it's power on the backline is just...wow, I've explained this already.~>Sins WDBUser The Sins We Die By Sig.png 01:01, 28 September 2009 (UTC)
Sure, gimmicks are fine as long as they are underpowered. I don't mind em then. As long as they don't even touch top 500 GvG I have no problems with em. Still, caster spikes are only destroyed when the skill is timed right and the spiker isn't paying attention. Quite a lot of interesting options there. Remember you are sacrificing your elite for it and that most Monks use dedicated skill bars anyway (WoH infuser and prot, to be exact). Dark Morphon 08:54, 28 September 2009 (UTC)
It doesnt end on "next spell" ? -Talamare- feedback 01:32, 28 September 2009 (UTC)
No, it lasts for the full 3 seconds and affects all spells. ~Shard User Shard Sig Icon.png 01:52, 28 September 2009 (UTC)
You do realise that with certain skills (namely, Prot sprit, RoF, PS) usually have two copies per team. Diverting rof is bad enough, but what happens when all of your backline get's diverted?
It might be possible to counter that by bringing similar but different skills (RoF and Patient Spirit, Smite and Cure Hex) but that's buildwars all over again, and I don't think there is a non gimmicky prot bar without RoF. -- NUKLEAR User NuclearVII signature 3.jpgIIV 19:18, 4 October 2009 (UTC)
Who runs two monks with the same prots? ~Shard User Shard Sig Icon.png 19:54, 4 October 2009 (UTC)
As long as you have two monks, RoF should be stapled on both bars, tbh. -- NUKLEAR User NuclearVII signature 3.jpgIIV 15:31, 5 October 2009 (UTC)
I'm afraid this would be to strong on spike.Basicly it removes the neccesity to have clean spikes since if you land this on the infuse and knock the prot your spike can last atleast 3 secs Lilondra User Lilondra Sig.jpg 16:07, 31 October 2009 (UTC)