Feedback talk:User/Dark Morphon/Shadow of Fear
Too Much?[edit]
I just think it looks like it's too much. Shadow of Fear is worse than Faitheartedness in a sense, but it's an Area of Effect spell. Adding damage with a Hex that does the same thing as Enchanter's Conundrum (Enchanter's Conundrum has a 20 second recharge and lasts 10 seconds) that could almost be reapplied right after could be overpowered. I'm also not understanding the second part about adding a hex after a hex spell. Than 08:35, 29 November 2009 (UTC)
- Currenty, this skill sucks ass. That should be clear to everyone. A difference between this suggested skill and Enchanter's Conundrum: This skill affects Enchantments that are being cast upon your target, Enchanter's Conundrum affects Enchantments that your target casts. Of course, Enchanter's Conundrum is a crappy skill and therefore any comparison to it is a pretty moot point. Concerning the description, it's just meant to make clear what targets are Hexed (that is, all those that are hit by the damage). Dark Morphon 12:47, 29 November 2009 (UTC)
- I use this in PvE with Eblood. Makes every physical mob useless. Pika Fan 03:44, 1 December 2009 (UTC)
- Wouldn't Meekness be better for that? Larger range. Also, all my changes are PvP only. Dark Morphon 09:56, 1 December 2009 (UTC)
- I use this in PvE with Eblood. Makes every physical mob useless. Pika Fan 03:44, 1 December 2009 (UTC)
I see what you're saying. I'm still finding a problem with the last part though. If you're hexed and enchantments take twice as long to be cast, Holy Veil would be outdone by things like the Divine Spirit + Deny Hexes wouldn't it? Plus, if it's while you're hexed, it is just 2...10...12 seconds but couldn't that easily be cover hexed? Suffering or Lingering Curse as we all most commonly know of. Than 03:47, 1 December 2009 (UTC)
- Umm... you do know that the whole point of using veil is to precast it beforehand? Pika Fan 03:51, 1 December 2009 (UTC)
- I reworked Lingering Curse to a Corrupt Enchantment-esque skill and Suffering to something similar with small AoE and without a healing reduction. In short, I'm trying to remove hexstacking as much as possible. Dark Morphon 09:56, 1 December 2009 (UTC)
Yes, but pre-casting Holy Veil is for the monks and frontliners, correct? Other people could get targeted just by being in the range of the spell. To Morphon: Suffering doesn't have a healing reduction, so I'm assuming you're talking about Lingering Curse, and since your LC version doens't exist yet, I'm not really putting that into consideration but I could see what your point was if your version of LC was implemented. Than 22:58, 1 December 2009 (UTC)
- What's your point? It's adjacent, and it has a relatively low duration and needs to be timed properly to use. It punishes bad positioning, and really, you can afford to RoF -> Guardian or simply spirit bond the spiked target. You can simply have the woh monk just cure hex it off, pretty sure that isn't too difficult. Also, you need to read what people say - DM is remaking LC to suffering + CE - healing reduction. Naturally his suggestions would revolve around his other suggestions. It's called logic. Pika Fan 00:05, 2 December 2009 (UTC)
Mr. Jackson, start with the man in the mirror, your manners require improvement! Now then, IMO even without timing for a spike, it can be used for it's effect as Lingering Curse (current version) has been used in the past. Even with a short duration, it also has a short recharge, quick enough for any one-hex removing spell to recharge of course, but it can easily be covered. Without Morphon's version of Suffering, Suffering, as it has done many times in the past, can be used as the cover hex. Than 03:37, 2 December 2009 (UTC)
- Maybe if you deserved respect, I would put on better manners, but you don't. Naturally, when you suggest changes to any skill, you base it upon every other skill that would affect it that you have suggested. I am pointing out the effect is weak enough to easily be worked around even though it is covered. Do us a favour, and count how many times people had to correct your blatant lack of reading in your last 100 contributions in the feedback namespace. Go ahead, I am quite sure the number would prove to be surprising and embarrassing for you. Perhaps you would know why people take your words with a pinch of salt. P.S. It's like covering the current of version of parasitic bond - useless and a waste of time.Pika Fan 05:54, 2 December 2009 (UTC)
A person of your maturity doesn't even deserve respect either. Corrections or not, I'm only human and I make mistakes. Plus, the man in the mirror means start with yourself. "current of version of parasitic bond"? lol Don't worry, I understand you're human too. My point was it was a bit overdone, you said it needs to be timed properly, and that it "punishes bad positioning." Well hell, a lot of spells already do that. Than 04:43, 3 December 2009 (UTC)
- Making mistakes and learning from them is what most humans do; those that don't simply are just ignorant and behind everyone else. I am pointing out you keep making the same mistake - not trying to read or understand what other people are saying. Everyone has to keep correcting every silly assumption you make, all of which can be found by flipping through your contributions.
- I am pointing out you don't learn from your mistakes. I am not pointing out that fact that you make mistakes at all.
- That aside, all skills when used should punish bad playing, require good timing and play, after all, it is part of the philosophy of guild wars. When I raised the point that covering this suggested Shadow of Fear skill is akin to covering the current version of Parasitic Bond, I meant that both skills aren't worth covering. However, you don't seem to understand I am pointing out that the effects of both skills aren't strong enough to be worth covering. Me being human or not has nothing to do with it, so continue to make fallacious arguments. Pika Fan 22:46, 3 December 2009 (UTC)
I'm increasing the cast time increase to three times. If you, Pika Fan, think that would make it overpowered, I'll revert. Dark Morphon 15:46, 3 December 2009 (UTC)
- 2 times is fine, the sacrifice is just unneeded imo, or a tad too much for the effect. Pika Fan 22:46, 3 December 2009 (UTC)
- Well, you said earlier on that you do not expect this skill to see serious use. Is that only because of the sacrifice? And would you say removing that would make the skill desirable? Dark Morphon 13:10, 4 December 2009 (UTC)
- It's probably more than just that. The effect isn't so hot, but it has a big risk(sacrifice and unnecessary pressure on the monk) to using it. Triple the casting time of enchantments would mean it might start to see some serious use, but it would mean death to prots, and good playing in general. I should think that another functionality overhaul would be better. Or, you could make the effect extend to all friendly skills targeting the ally, toss the aoe, keep the 2 second cast and the sacrifice. This would make a potent spike skill which punishes players for not preprotting properly, and resorting to redbarring. Keep in mind that this has to go hand-in-hand with a nerf to all forms of OPed ranged spike damage across the board(turret rangers, moi, etc etc). Pika Fan 17:39, 4 December 2009 (UTC)
- Sounds like a good idea. I shall implement it. Concerning Defile Enchantments, what about triple cast time for Enchantments but also double cast for Spells the caster and allies cast on that foe? In that case, it gets harder to protect that ally but also harder to follow up with different Spells. All that of course coupled with changes to ranged DPS skills. Dark Morphon 14:15, 6 December 2009 (UTC)
- You could, it would fit the theme, yet be not too overpowered, and of course, that needs to go with nerfs to ranged damage etc. Necromancers deal with death, and in some ways martyrdom, but should not cause death single-handedly with just a few skills like LC, SB etc. I am quite interested to see if these suggestions get accepted as an alternate and viable look at the profession as a whole.Pika Fan 14:27, 6 December 2009 (UTC)
- Sounds like a good idea. I shall implement it. Concerning Defile Enchantments, what about triple cast time for Enchantments but also double cast for Spells the caster and allies cast on that foe? In that case, it gets harder to protect that ally but also harder to follow up with different Spells. All that of course coupled with changes to ranged DPS skills. Dark Morphon 14:15, 6 December 2009 (UTC)
- It's probably more than just that. The effect isn't so hot, but it has a big risk(sacrifice and unnecessary pressure on the monk) to using it. Triple the casting time of enchantments would mean it might start to see some serious use, but it would mean death to prots, and good playing in general. I should think that another functionality overhaul would be better. Or, you could make the effect extend to all friendly skills targeting the ally, toss the aoe, keep the 2 second cast and the sacrifice. This would make a potent spike skill which punishes players for not preprotting properly, and resorting to redbarring. Keep in mind that this has to go hand-in-hand with a nerf to all forms of OPed ranged spike damage across the board(turret rangers, moi, etc etc). Pika Fan 17:39, 4 December 2009 (UTC)
- Well, you said earlier on that you do not expect this skill to see serious use. Is that only because of the sacrifice? And would you say removing that would make the skill desirable? Dark Morphon 13:10, 4 December 2009 (UTC)
Or I've already fallen to your levels Pika, I have found myself disrespecting people too. Do what you want with it DM, it's your skill and your idea. Enjoi. I'm just trying to give my 2 cents, as I'm seeing several effects in one skill which may also result in difficult programming, and sometimes difficult fixing (if there should be a bug with the skill). Than 01:43, 4 December 2009 (UTC)
- It's only a Hex and some damage. That has been done dozens of times. Dark Morphon 13:10, 4 December 2009 (UTC)