User talk:Titani Ertan/Update/Developer Update

From Guild Wars Wiki
Jump to navigationJump to search

Morphy's Magic Opinion[edit]

I like lists, so I'll comment on yours as well <3.

  • Beguiling Haze: While I like the idea of increasing Energy Cost, I feel that it'd be a better function for a Mesmer. Assassins are supposed to be egoistic with their Hexes, only weakening the defenses of the one they are going to attack, for themselves only.
  • Dancing Daggers: This skill doesn't really fit in any normal Assassin build as the aftercast/cast time is kinda awkward (foes running away), while it is overpowered when used on assacasters. I dislike the entire idea of this skill and thus believe it should be reworked.
  • Desperate Strike: If this skill is supposed to work when you have more than the amount of health or having to have lost less health than the amount stated, it's overpowered. If it only works when below your stated amount of health, however, it's severely underpowered. I can't really make up from the description of your change which one it is but I don't think any of em work.
  • Golden Phoenix Strike: Doesn't really change much. No objections against it, but I wouldn't really celebrate if this were to be done.
  • Heart of Shadow: Lots of healing here, I don't know whether I'd like to see this as it seems to be a pure healing skill.
  • Mirrored Stance: I like it. May be useful to burn a bit of the Monk's energy if they plan to use Disciplined Stance.
  • Palm Strike: Would take it out of the game but to be honest, I'd be glad to see it gone.
  • Twisting Fangs: Death Blossom -> Twisting Fangs? I think it's a very dangerous idea to allow Assassins to deal more damage before they use this skill for the Deep Wound.
  • Scythe damage: While I agree this needs a nerf, it would probably a good idea to give Dervishes compensation by giving them a viable role. If you don't, all it'll do is take them out of the game. Of course, I wouldn't miss em but still. Not ideal.
  • Wounding Strike: The old version, which only applied Deep Wound, had 3 recharge and didn't make you lose an Enchantment, was never used. I doubt this version will.

I'll continue later. Dark Morphon 16:14, 4 November 2009 (UTC)

Would be a nice joke. 89.166.101.7 16:37, 4 November 2009 (UTC)
Are you the same guy that was defending Wounding Strike? Cute IP. Dark Morphon 16:40, 5 November 2009 (UTC)
  • Eremite's Attack: Not too sure about this one. The skill doesn't seem to be extremely overpowered, especially when taking in consideration your nerf to Scythes.
  • Extend Enchantments: Not bad, but this skill still won't see use.
  • Rending Touch: I think making this skill only remove an Enchantment when you lose a condition is the way to go here.
  • Winds of Disenchantment: I assume that this skill will have full cast range? I think that'll work fine, however, seeing the large recharge of the skill, it may not see use.
  • Aura Slicer and Zealous Sweep: Fine, I guess.
  • Searing Flames: The current function promotes running a copy of this skill on multiple allied skill bars as its damage gets more devastating as more people run it. It therefore promotes caster spikes, which are bad for balance. I'm afraid you didn't resolve this issue but rather nerfed the skill to dust. Even with a stupid skill like this one, it's never the best approach.
  • Wastrel's Worry: At 1 recharge, that skill is extremely broken. Effectively doubling the recharge on short recharge spells isn't a very good idea if it doesn't cost anything and recharges instantly. Besides, this isn't much harder to use now is it? Also promotes Hex-stacking.
  • Amity: 35 recharge, laughable party heal, even more laughable after effect. This is far inferior to Pot, which is a non-elite.
  • Mending Touch: Yes, I agree with this change. I would even go as far as making it remove zero Conditions at no spec but that's me.
  • Ray of Judgment: A number change won't fix this skill. Monks shouldn't be playing with AoE DoT damage spells, in fact, I'd rather not give them any damage at all.
  • Smiter's Boon: Spells that randomly heal a random target tend to only be useful if they are used passively. Therefore, not a very good idea.
  • Withdraw Hexes: We already have that, this is just a bad version of Divert Hexes.

Overall: I think you should be more aware of what you're trying to nerf and why you think it's a problem. Right now, most of your nerfs are number nerfs (which barely ever fix anything). Dark Morphon 16:40, 5 November 2009 (UTC)