Feedback talk:User/Dark Morphon/Suffering
From Guild Wars Wiki
Jump to navigationJump to search
Make it exploit a corpse instead of removing enchantment? Necros already have enough skills to disenchant... Mediggo 08:17, 25 September 2009 (UTC)
- Possible, but that would require to be very powerful. Also note that Well of Suffering kinda does that already. Dark Morphon 13:40, 25 September 2009 (UTC)
- I don't see how this is any weaker. With prot and attunements everywhere, it wouldn't be difficult to abuse this as it is now - guaranteed enchant removal, plus useless cover hex. -- NUKLEAR IIV 18:50, 4 October 2009 (UTC)
- This skill only has adjacent range as opposed to nearby range, has 5 more recharge than the current version and lasts only roughly 8 seconds. The Hex itself therefore has been weakened significantly. The Enchantment removal is there to make sure it can't be used unconditionally and to support single target weakening, my intended new function for Curses. Dark Morphon 07:23, 6 October 2009 (UTC)
- I'm just saying that it's not as unconditional as you would believe. Enchants are everywhere. -- NUKLEAR IIV 21:37, 6 October 2009 (UTC)
- While "use this on foes with a yellow arrow" doesn't require much more attention than "use this on the foe you just used your Hex on", it's a step in the right direction. I think the 15 recharge makes it slightly better. Dark Morphon 12:06, 7 October 2009 (UTC)
- Meh, okay, I suppose. I still think it's a wee bit too powerful, though with stuff like rend and rip considered, it's not that bad. -- NUKLEAR IIV 17:16, 7 October 2009 (UTC)
- If you've even glanced at Rip's description you'd realize that it's stronger than this on single targets. They're pretty balanced together, but I'm worried that if all of your suggestions are implemented Morphon that there will be too many Curses skills that rely on hitting Enchanted foes. Should Curses really have that many choices for single Enchantment removals? Bathory talk 06:40, 21 November 2009 (UTC)
- Meh, okay, I suppose. I still think it's a wee bit too powerful, though with stuff like rend and rip considered, it's not that bad. -- NUKLEAR IIV 17:16, 7 October 2009 (UTC)
- While "use this on foes with a yellow arrow" doesn't require much more attention than "use this on the foe you just used your Hex on", it's a step in the right direction. I think the 15 recharge makes it slightly better. Dark Morphon 12:06, 7 October 2009 (UTC)
- I'm just saying that it's not as unconditional as you would believe. Enchants are everywhere. -- NUKLEAR IIV 21:37, 6 October 2009 (UTC)
- This skill only has adjacent range as opposed to nearby range, has 5 more recharge than the current version and lasts only roughly 8 seconds. The Hex itself therefore has been weakened significantly. The Enchantment removal is there to make sure it can't be used unconditionally and to support single target weakening, my intended new function for Curses. Dark Morphon 07:23, 6 October 2009 (UTC)
- I don't see how this is any weaker. With prot and attunements everywhere, it wouldn't be difficult to abuse this as it is now - guaranteed enchant removal, plus useless cover hex. -- NUKLEAR IIV 18:50, 4 October 2009 (UTC)