ArenaNet:Skill feedback/Paragon/"Incoming!"/archive1

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Life Infusion Issue -- 21:32, 8 March 2008 (UTC)

Discussion

Issue
completely useless with current duration
damage mitigation on Paragons is inherently imbalanced
Suggestion
make it like Ballad of Restoration with damage mitigation instead
"For 10 seconds, the next time each party member within earshot takes more than 60 damage, that damage is reduced by 15...63...75. (10 cost, 20 recharge)"


SniperFox's Issue -- 22:03, 9 March 2008 (UTC)

Discussion

Issue
Skill duration is too short to prove usefull.
Recharge is too long to be viable.
Suggestion
Change skill to
10Tango-energy.png 12Tango-recharge-darker.png
Elite Shout. For 6 seconds, the next 1...3...3 times affected ally takes damage, that damage is reduced by 50%.

Spura Issue -- 21:32, 8 March 2008 (UTC)

Discussion

Issue
completely useless with current duration
Suggestion
make it anti-spike, preventing nothing but spikes, no damage reduction, something like partywide divine intervention
(10e, 12r) "For 1..X..7 seconds, the next time an ally within earshot receives damage that would be fatal, the damage is negated and that ally is healed for 10...X...200 Health, you take 5..X..100 damage and "Incoming!" ends."
So one ally gets divine intervention type of effect if they get spiked, paragon takes damage(to make that 200 HP heal have less effect on pressure, and to make paragon an ok target).

Shard's Issue -- 20 March 2008 (UTC)

Discussion

Issue
This skill sucks.
Suggestion
Energy cost to 5 so Leadership makes it free, lock duration at 5, and toss it into command with damage reduction of 5...37...45%. Would still suck in paragayway teams, but would be great on a "what paragons should do" bar.

Lumi's Issue -- 08 April 2008 (UTC)

Discussion

Issue
This skill is useless due to crappy duration.
Suggestion
Turn it into an Anti-Spike skill that is targeted...

5 Energy 10 Recharge For 0...1(2) Seconds target ally cannot lose health (or takes 50% less damage, eithers possible)

This makes it a pro-active skill similar to infuse, but cheaper, faster and more useful.

Angelic Loki's Issue -- 25 April

Discussion

Issue
Due to duration and downtime, the skill doesn't even last for a full spike usually. Its a good idea, but easily abused.
Suggestion
Change the idea to be bar compression. I dont like suggesting reworks on skills, but I this skill could work very well if implemented a little bit differently.

4 Tango-adrenaline.png

Progression
Duration
0
4
1
1
6
1
2
7
1
3
9
1
4
11
2
5
13
2
6
14
2
7
16
2
8
18
2
9
20
2
10
21
2
11
23
2
12
25
3
13
27
3
14
28
3
15
30
3
16
32
3
17
33
3
18
35
3
19
37
4
20
39
4
21
40
4
Notes
This allows the paragon to not maintain, as under aggressive refrain it would be down for about 2-3 seconds unless he got a furious hit, but keep up in a efficient manner a party armor boost. Watch yourself was nerfed because it was considered to powerful an effect, so lets give Wath Yourself's effect to incoming at the price of it being elite. That gives damage reduction and energy in one skill, allowing for bar compression on the paragon. It also doesn't stack with the armor cap, which is the big problem I have with % damage reduction.

Rururrur's Issue

Discussion

Issue
Duration is too short, but longer duration allows abuse
Suggestion
Revert Incoming to it's original stats, but add a clause that disable all other allied copies of Incoming! for the duration of it's recharge time when it's used. The additional coding could be adapted from Defiant Was Xinrae.

Lann's Issue -- 12 June, 2008

Issue

Too short, to powerful effect

Suggestion
Increase duration, lower effect

10 Energy 20 Recharge time. Shout. For 1...7...8 seconds, all party members within earshot take 0...16...20% less damage.

145.94.74.23's Issue -- 27 August, 2008

Issue

Too short duration

Suggestion
Increase the duration to 1...4...5 seconds, change recharge to 10 and make the effect the following. "All allies in earshot take 0...26...33% less damage unless they are under the effects of a hex or an enchantment."

Astohan Issue, 6 September 2008

Issue
Duration a little short
Recharge too long
Suggestion
Match the description to the skill icon
change the functionality

"For 3...9...10 seconds, allies within earshot gain + 15...31...35 armor bonus against piercing damage (10 Energy, 25 Recharge time)"

Notes
In this case, "Incoming" will be used only against arrows (and daggers), as it can be seen on the skill icon.

ShadowFog's Issue--ShadowFog 23:33, 11 November 2008 (UTC)

Issue
Too short of duration and too long of recharge for an effect.
Suggestion 1
Elite Shout. For 1...8...10 second(s), each second a party members withing earshot takes damage over 200...112...90 are healed over that amount.
Suggestion 2
Elite Shout. For 1...5...6 second(s), all party members within earshot take 25% less damage.
Suggestion 3
Elite Shout. For 1...8...10 second(s), all party members within earshot take 50% less damage from piercing attacks.
Suggestion 4
Elite Shout. For 1...8...10 second(s), all party members within earshot take 50% less damage from projectile attacks.
Suggestion 5
Elite Shout. For 1...8...10 second(s), all party members within earshot gain 24 armor against piercing damage and 50% chance to block incoming projectile attacks.