Feedback talk:User/Talamare/Binding Chains

From Guild Wars Wiki
Jump to navigationJump to search

I would scale this like Icy Shackles Binding Chains Binding Chains 10 Energy2 Activation time15 Recharge time - Hex Spell. 1...8...10 seconds target foe moves 66% slower and while in earshot of ally spirit moves 90% slower.

The 5 Energy is too cheap for a speed debuff, the 1Activation time might be fine given another skill version it's just too quick here, the 8Recharge time is simply too quick and allows overly frequent availability and use. The combination of it all is just too much. ~>Sins WDBUser The Sins We Die By Sig.png 18:35, 22 September 2009 (UTC)

bumped recharge to 10, a 33% snare with 50% uptime and a conditional 66% uptime doesnt seem that imba Talamare 21:41, 22 September 2009 (UTC)
The recharge change is so insignificant. 12 was the minimum recharge it should be. Low recharge hexes a big problem, because removal is so limited. Also low recharge speed debuffs are a problem because of the ability to frequently change disrupt the other team, either by slowing their melee and preventing damage or by slowing a runner or by slowing a potential spike target. Since, low recharge spells can be used more frequently it means they have a better chance of gaining an HSR effect further increasing the frequency these skills can be used. Longer recharges and longer effects make removal worthwhile and effects counterable. I point this out in my suggestion for the conjures. That's also the reason I offered a more powerful effect to compensate the increase in recharge. Icy Shackles is good example of a skill that offers powerful conditional speed reduction, that's why I recommended you use that for inspiration. ~>Sins WDBUser The Sins We Die By Sig.png 22:11, 22 September 2009 (UTC)