May 09, 2007, 11:24 PM // 23:24
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#1
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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Petition for new Staff Wrapping Mod
We all know and love the "of Enchanting" mod that grants us an additional 20% duration on our enchantments. So why the hell do we not have a "of Hexing" mod for our staves? That of course would give a 20% additional duration on all hexes you cast.
go ahead and /sign if you agree
and if you don't agree... please explain why
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May 09, 2007, 11:26 PM // 23:26
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#2
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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i have been wondering this too. i mean tehre are just as many hex removals as there are enchant removals so yea
/signed
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May 09, 2007, 11:44 PM // 23:44
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#3
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Hm.... well... when you have a +20% mod in a weapon, affects the enchantmens on you only.
But this would enlarge duration in all hexed foes...
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May 09, 2007, 11:47 PM // 23:47
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#4
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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no hexs you cast, this would affect hexs you cast ^^
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May 10, 2007, 12:19 AM // 00:19
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#5
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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and there would be downsides to it as well... think of [skill]Wastrel's Worry[/skill] and [skill]Shatterstone[/skill] and skills like that want to have shorter durations.
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May 10, 2007, 01:27 AM // 01:27
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#6
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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yea but when you run those you dont bring this wrapping ^^
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May 10, 2007, 02:08 AM // 02:08
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#7
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Furnace Stoker
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Overpowered imba!
Enchantments were designed with the 20% longer mod in mind, hexes were not.
Every hex using character would use it so the mere existance of such a mod means a +20% buff for all hexes in game!
Hexes are already on the edge of dominating the metagame and remain a strong force everyone must be prepared to fight, they really don't need such a buff.
..downsides? hexes that wan't be short? lol, ever heard of weapon switching?
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May 10, 2007, 02:12 AM // 02:12
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#8
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Academy Page
Join Date: Jul 2005
Location: Quezon City, Philippines
Guild: Tribo Pinoy
Profession: Mo/Me
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I agree with this mod, as a necromancer this is what I need I don't need the 20% enchant mod. And yeah, if you need hexes to be short then DON'T mod your staff with this. It's that simple
/signed
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May 10, 2007, 02:24 AM // 02:24
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#9
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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[wiki]Mantra of Persistence[/wiki]
+ this mod = imbalance
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May 10, 2007, 02:44 AM // 02:44
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#10
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Wilds Pathfinder
Join Date: Jan 2007
Profession: N/
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i understand what ppl are saying why it is a good idea well 20% enchant exists why not hexs
but if you look at it like said before hexes dont need this boost to be very powerfull
[skill]Mantra of Recovery[/skill] [skill]backfire[/skill] +this = way too good lol that would be a pain
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May 10, 2007, 05:01 PM // 17:01
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#11
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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like tenshi said though... there are more than enough hex removals in the game. And they aren't even only in one profession... and skills like smite hex and holy veil are open to every profession.
This would not be game breaking... if your team can't seem to remove hexes even with skills like [skill]Divert Hexes[/skill] then I suggest you find someone new... last I checked hexes in PvP rarely last their full duration, and some of them are just waited out.
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May 10, 2007, 05:13 PM // 17:13
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#12
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Desert Nomad
Join Date: Aug 2005
Location: Grand Court of Selket/Sebelkeh
Guild: What If You Had An Outpost Named After You [slkt]
Profession: W/
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PLUS U KAN INTERUPT THEM!11!!1!11!!!!1
This mod is balanced like signet of might!1!1!
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May 11, 2007, 02:30 AM // 02:30
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#13
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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I see why not, there are plenty of ways to remove hexes and a lot of the better ones work well with any build. The only thing this hurts is PvE enemy effectiveness.
/signed
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May 11, 2007, 03:41 AM // 03:41
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#14
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IGN: J C A C H E
Join Date: Sep 2006
Location: 843
Guild: [Liar]
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Quote:
Originally Posted by lyra_song
[wiki]Mantra of Persistence[/wiki]
+ this mod = imbalance
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QFT
/notsigned
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May 11, 2007, 04:26 AM // 04:26
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#15
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Academy Page
Join Date: Mar 2007
Guild: The Space Rangers
Profession: W/
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/notsigned
i think this will definately cause imbalance to the game
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May 11, 2007, 05:32 AM // 05:32
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#16
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Europe
Guild: Friends Of The World [FTW]
Profession: E/
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Quote:
Originally Posted by Helcaraxe
and there would be downsides to it as well... think of [skill]Wastrel's Worry[/skill] and [skill]Shatterstone[/skill] and skills like that want to have shorter durations.
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Ye, and there are skills that dont need to 20%ench, like [skill]Mantra of Recall[/skill].
Still /signed
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May 11, 2007, 05:43 AM // 05:43
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#17
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Krytan Explorer
Join Date: Jul 2006
Guild: lf guild~
Profession: Me/A
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/Not signet, this will alter skill balance, heck some necromancers hexes last over 40 seconds already. Trully, I'd love to make my mesmer a real pain in the ass with the illusion skills, but it's just too much.
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May 11, 2007, 05:50 AM // 05:50
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#18
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Krytan Explorer
Join Date: Dec 2005
Guild: ex Rule/RFE/Vent/TSF/LaG/aeon
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Equals IMBA.
/notsigned.
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May 11, 2007, 06:19 AM // 06:19
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#19
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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extremely imba.
/notsigned.
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May 11, 2007, 06:50 AM // 06:50
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#20
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Ascalonian Squire
Join Date: Mar 2006
Location: Madrid, Spain
Guild: The phoenix Knights (PxKs)
Profession: E/Me
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/not sign, imagen what it would do to SS or SV, SS/SV necros would rule supreme everywhere,
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