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Old Nov 18, 2005, 08:00 AM // 08:00   #1
Forge Runner
 
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Default Please Fix This Interface Deficiency

I am talking about the inablity to choose which hex you are removing from a target ally.

This is a very grievous interface deficiency that is seriously unbalancing the game in high-level PVP play.

The inability to choose which hex comes off makes it so that certain hexes become overpowered and unbalanced. Because not only do they have the powerful negative effect on the enemy that was intended by you devs by design, but in addition to that they also have the added and unbalancing knockout punch of being basically unremovable. Because they get buried so deeply on an ally (under many other hexes), and this combines with the inbility to choose which hex gets removed; hence evolving certain hexes into overpowered juggernauts.

There is no legitimate reason for the hex-removing player to not have the ability to choose which hex his mana is being spent on removing. This ability should be available for each and every spell that removes a hex, including 'obscure' ones like Holy Veil.

Right now all hex-based teams are exploiting this interface deficiency in the same way that the Altar deficiency was being exploited and making Altar matches unfair. This hex exploiting is every bit as unfair as the Altar exploiting. Some of the teams doing this may not realize they are exploiting, some of them may not think of what they're doing as an exploit. But regardless of that, what they are doing clearly runs contrary to the intended design of the game. At least, that is the most reasonable way to look at things. I don't see how it would be reasonable to think that you devs would have thought: "Let's make it possible to bury powerful hexes under tons of other hexes, so that the very powerful hexes are mostly-unremovable".

If that's not how you intended hexes to work, then please do the right moral thing and fix this interface deficiency.

To accomplish this, I suggest: have all the icons of every hex on the player that is having a hex removed off of him displayed on the screen of the hex-removing player, and allow the hex-removing player to click on which icon he wants the hex-removing spell to remove. And then that exact hex will be removed.
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Old Nov 18, 2005, 08:09 AM // 08:09   #2
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The system was made where if you want a hex to stay, you put another on top of it. You also do this with enchantments. This tactic is called "covering," and has been used since before the game's release. It is not an exploit, but was intended to be this way.
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Old Nov 18, 2005, 08:13 AM // 08:13   #3
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It doesn't sound like a legitimate "tactic" to me since there is no reasonable "anti-cover" counter tactic to balance it out.
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Old Nov 18, 2005, 08:26 AM // 08:26   #4
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Quote:
Originally Posted by Navaros
It doesn't sound like a legitimate "tactic" to me since there is no reasonable "anti-cover" counter tactic to balance it out.
Covering is the counter-counter-tactic to the counter-tactic of hex/enchantment removal skills. If you really want a counter-counter-counter-tactic, well, there are skills that remove several hexes or enchantments at once, and others that have an effect proportional to the number of hexes or enchantments on the target. Feel free to complain about the lack of counter-counter-counter-counter-tactics, if you like.

Also, if you think that Anet didn't intend for covering to be part of the game, then why do you think they put in a skill like Parasitic Bond? It's clearly meant to be used as a cover - cheap, fast, long-lasting, minimal effect while it's on but aids the caster when removed. One couldn't ask for a better cover than that.
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Old Nov 18, 2005, 06:28 PM // 18:28   #5
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Quote:
Originally Posted by NatalieD
there are skills that remove several hexes or enchantments at once
Those skills, which have 20 or 30 second cooldown periods and hence are not practical to use. Therefore I would say that if you are counting on that as the only counter-counter-counter tactic, then it seems the devs have created an uneven playing field which is sloped in favor of hex-based teams and to the disadvantage of the hex-removing teams.

Last edited by Navaros; Nov 18, 2005 at 06:30 PM // 18:30..
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Old Nov 18, 2005, 06:58 PM // 18:58   #6
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Quote:
Originally Posted by Navaros
Those skills, which have 20 or 30 second cooldown periods and hence are not practical to use. Therefore I would say that if you are counting on that as the only counter-counter-counter tactic, then it seems the devs have created an uneven playing field which is sloped in favor of hex-based teams and to the disadvantage of the hex-removing teams.
Perfect post.

Purge signet needs a mega buff. 30 seconds is way too steep considering the -10 energy for each hex and condition removed.
I have never seen anyone use purge signet in comp arena or team arena.
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Old Nov 18, 2005, 07:19 PM // 19:19   #7
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If you consider the cost in energy, cooldown time for powerful hexes and time it takes to stack them, a multi hex removing skill is crippling to a heavy hex build dispite the cooldown.

The options are...

Comtemplation of Purity requires you to be a monk to use it on yourself
Purge Signet requires a smart build, special timing or a heavy signet build.
Convert Hexes requires special timing for a specific ally.

But these skills remove a lot of hexes so they are pricey.


Heres a theory build for a hex stack counter.

Mo/Me or Me/Mo with points in Inspiration, optional points in Smiting and optional points in Protection or Healing to take advantage of Inspired Enchantment.

Remove Hex
Smite Hex
Inspired Hex
Mantra of Resolve
Channeling/Energy Drain/Energy Tap
Inspired Enchantment
Convert Hexes/Purge Signet (probably Convert Hexes)
Holy Veil/Rez Sig

You shouldnt have any issues with being interrupted.
You shouldnt have energy problems.
You should be able to remove mulitbule hexes vs. a dedicated hexer maybe even vs. two hexers.

Its really all in the metagame.
Are you facing off against a hex heavy team?
If you can predict that (good luck) then you can create the perfect counter and hex stacking isnt a issue any more.

Last edited by Goonter; Nov 18, 2005 at 07:21 PM // 19:21..
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