ArenaNet:Skill feedback/Mesmer/Chaos Storm
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--Don Knowall 22:04, 19 April 2008 (UTC)
- Issue
- The adjacent range limit is too much.
- There is no way to keep a caster in the effect's range for more than 2-3 seconds using only the Domination line of skills.
- Suggestion
"Target foe and foes adjacent to the target are hexed and lose 1 point of energy each second for 1..10 seconds with an additional 2 points of energy lost per second if foe is casting a spell, chant or ritual." That equals 3 pips of energy degeneration for 10 seconds (a short targeted version of the quicksand spirit) and potential maximum 30 points drain against 10 seconds of casting compared to the current maximum of 70 and likely drain of 7 - 21 energy with 13 - 45 as damage. Over time it would be an AoE power leak without the interrupt or spiked loss, with its current higher cost at 15 energy and 30 second recharge rate. It would do no damage by itself just like power leak cannot do damage. The chaos storm animation would have to follow each hexed player around. That would help with pressure hexes like backfire by encouraging the removal of this cover hex or as a big brother to ether phantom where drain delusions and Shatter Hex are also very useful.
--RitualDoll 06:31, 28 April 2008 (UTC)
- Issue
- Bad in PvE, foes leave AoE
- Bad in PvP, foes leave AoE
- Bad as e-denial, condition dependant on enemy
- Bad as damage, low damage over a long period
- Suggestion
- Make it a hex. Mesmers don't have AoE, but they do have hexes.
- 10e 1c 25r
- Non-Elite Hex Spell. For 6 seconds, target foe and all adjacent takes 5...12...14 damage each and loses 1...4...5 energy each time they cast a spell.
- Doesn't hex adjacent foes, just damages them (like Mark of Pain does, I guess.)
- Reasoning
- AoE energy loss is too powerful to be buffed and was holding this skill back.
- Simply moving countered this skill, now it much be removed by signet or someone else in order not to trigger, but that trigger is completely avoidable.
- Making it shorter makes up for the inability to kite away, also 6 seconds like other anti-spell hexes (Shame, Guilt, Mark of Subversion).
--Erasculio 20:55, 13 October 2008 (UTC)
- Issue
- Too weak in PvE. It does armor ignoring damage and drains energy, but the energy denial aspect is useless in PvE.
- Suggestion
- In PvE only, change the skill to...
- "Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 5...15 damage each second. Chaos Storm steals 1...3 Energy whenever it strikes a foe casting a spell". The spell would become a source of energy for mesmers who timed it properly. It may be worth moving to Inspiration Magic, though.
- "Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 5...12 damage each second. Chaos Storm drains 1...6 Energy whenever it strikes a foe casting a spell, and deals 1...4 damage for each point of energy drained". This would increase the damage done by the skill while rewarding players who used it correctly, instead of just spamming it.
Desocupado's Issue -- (12:27, 27 November 2008 (GMT-3))
- Issues
- Not enough pressure
- Inferior to hexes and interrupts most of time
- Low Damage
- Suggestion
- Effect: Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 4...18...20 damage each second. Chaos Storm drains 3...9...10 Energy whenever it strikes a foe casting a spell.
- 5 1/2 30
Uay's -- 15:40, 21 July 09 (GMT+1)
- Issues
- Not enough damage, easy to evade, to long recharge
- Suggestion
5 1 20 Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 5...21...25 damage each second. Chaos Storm drains 3...9...11 Energy whenever it strikes a foe casting a spell.