Jan 17, 2008, 05:15 PM // 17:15
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#2
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Wilds Pathfinder
Join Date: Oct 2006
Guild: Ruthless Mafia [RM]
Profession: Mo/
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At very least, I think they should change the skill descriptions like you said, but I personally feel as though the hexes should stay after the caster's death.
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Jan 17, 2008, 05:48 PM // 17:48
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#3
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Academy Page
Join Date: Jan 2008
Guild: The Prophecy Of Life
Profession: R/P
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One downside of that plan would be that it gives enemies one more way to remove it. (Remove the enchantment from the caster.)
That aside, I like the idea of a new "siphon" class of spells that link the caster and the target (even if in name only). Logically if either side dies, the effect would go away too.
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Jan 17, 2008, 06:06 PM // 18:06
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#4
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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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They should:
- 1. State the 'termination upon death of caster' in the skill description. That is currently made only in some skills, not all.
- 2. Add a new effect in the caster side. It wll be a 'black effect icon' with a number of enemies that have the hex instead of the time remaining number, to reflect the caster's side effect.
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Jan 17, 2008, 06:06 PM // 18:06
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#5
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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Quote:
Originally Posted by Shadowlance.
One downside of that plan would be that it gives enemies one more way to remove it. (Remove the enchantment from the caster.)
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I'm with him on that. I do agree with the siphon category and would be a good idea but make it like normal hex where it can only be removed from what it was cast on.
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Jan 17, 2008, 11:25 PM // 23:25
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#6
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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I personally think it's a great idea. But maybe instead of seeing an Enchantment, make it like, a different colored (green maybe? I don't know) up-pointing arrow, while the person with the hindrance part of the spell with a black down-arrow.
Maybe reword all the Hex Removals as "Remove a Hex or Siphon from target ally"
I really like this idea, as it could clear up a lot of confusion.
/signed
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Jan 18, 2008, 12:21 AM // 00:21
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#7
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Krytan Explorer
Join Date: Oct 2007
Location: Riding the spiral
Profession: W/
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/signed, but with my own specific idea.
Instead of just being a "siphon", it should show up as a "siphon enchantment" on the caster, and a "siphon hex" on the target, so as to fulfill any (while hexed/enchanted) requirements.
If not that, then atleast make it noted in the description that the effec ends when the target dies.
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Jan 18, 2008, 12:44 AM // 00:44
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#8
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Emo Goth Italics
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Quote:
Originally Posted by Hikan Trilear
Option 2: They could introduce a new type of skill called a "Siphon". They would appear as an enchantment on the user and a hex on the target, and would end on one if it was removed from the other.
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Life Siphon and Life Transfer are bad enough.
Siphon Strength almost never sees light.
Siphon Speed is ftw.
I like Option 1.
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Jan 18, 2008, 01:03 AM // 01:03
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#9
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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If it's really niggling you, just stick to the former option of stating 'This hex ends prematurely if the caster dies.'
No need to over-complicate and weaken a bunch of already generally-bad skills.
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Jan 18, 2008, 06:42 PM // 18:42
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#10
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Frost Gate Guardian
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Quote:
Originally Posted by tyla salanari
Life Siphon and Life Transfer are bad enough.
Siphon Strength almost never sees light.
Siphon Speed is ftw.
I like Option 1.
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There are other hexes that end if the caster dies. Reaper's mark, parasitic bond, malaise. I think that they should atleast make the effect more clear, but they really seem like a different kind of hex.
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Jan 18, 2008, 08:22 PM // 20:22
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#11
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Hall Hero
Join Date: Aug 2005
Profession: E/
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While I dislike the idea of making them enchantments on the user... I agree that some sort of clarifications would be nice. As Hikan pointed out... there are at least 7 skills like this already (and there are probablly more that I just can't think of at the moment... doesn't ethereal burden/its clone opperate this way as well?)
And the name "siphons" is appropriate. Just change the names to "siphon hexes." I really like the idea over all and its a /strong signed from me.
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Jan 18, 2008, 10:46 PM // 22:46
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#12
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Hexes are not quickly and easily removed in more builds. Only Divert Hexes and Expel Hexes remove more than one, and they don't have recharge times fast enough to cover a whole team. Making a 'siphon hex' place an enchantment on the caster, and a hex on the target gives 2 options for removing it. It also takes away some of the hex hiding. Monk can see some degen on a target, but is it Parasitic Bond, Conjure Phantasm, or Life Siphon? You may not want to end Parasitic Bond, and heal the Necro, but you may want to end Life Siphon. Having different health bar markings allows for people to recognize a conver hex versus a 'siphon hex'.
Skill description change, maybe. I never had a problem with understanding how they worked. If it causes issues for some, then it can't hurt to reword the description.
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Jan 18, 2008, 11:05 PM // 23:05
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#13
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Frost Gate Guardian
Join Date: Mar 2006
Guild: 치 The Spearmen 치
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I personally think it should be logical to assume that if a skill affects two characters, and one of them dies, the affect cannot continue on the other. Simple logic. I see no need to burden ANet with an unnecessary change with so many other things floating around at the moment.
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Jan 18, 2008, 11:16 PM // 23:16
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#14
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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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Ruricu is right. The definition of "siphon" implies that something is being taken/drawn from. If there's nothing to steal from or no one to steal, it makes sense to end. Adding it to the description would be technically correct but redundant.
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Jan 18, 2008, 11:36 PM // 23:36
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#15
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Frost Gate Guardian
Join Date: Mar 2006
Guild: 치 The Spearmen 치
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It reminds me of skills that have to explain their effects, like Belly Smash. "...the resulting dust cloud blinds adjacent foes..."
Redundancy is annoying.
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Jan 19, 2008, 02:07 AM // 02:07
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#16
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Ruricu
It reminds me of skills that have to explain their effects, like Belly Smash. "...the resulting dust cloud blinds adjacent foes..."
Redundancy is annoying.
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I love how narrative some of the original (Core and Prophecies) skills are.
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Jan 19, 2008, 07:39 AM // 07:39
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#17
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Ruricu
It reminds me of skills that have to explain their effects, like Belly Smash. "...the resulting dust cloud blinds adjacent foes..."
Redundancy is annoying.
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The problem is there is no redundancy in Parasitic bond and others. It never says that it will end if the caster dies anywhere. It just does.
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Jan 19, 2008, 05:57 PM // 17:57
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#18
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Quote:
Originally Posted by Ruricu
It reminds me of skills that have to explain their effects, like Belly Smash. "...the resulting dust cloud blinds adjacent foes..."
Redundancy is annoying.
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My personal favorite is Ride The Lightning "You ride the lightning to target foe..."
I lol every time I see it.
On Topic: There are many skills in the game that could use a solid rewording to make the meaning more clear, it would only take a few seconds per skill, literally, to change them. I don't see why we have unclear/bad skill descriptions.
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Jan 20, 2008, 05:54 AM // 05:54
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#19
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Krytan Explorer
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I think some hexes should have the effect of ending when their caster dies, regardless of their effect. It would make a certain class of hexes (like faintheartedness: long duration, low recharge, decent effect) acceptable for balance purposes. The problem with hexes like this in the past was that you needed some very specific tools to deal with the sheer volume of hexes thrown at you- this would allow you to come in with basic hex removal and still have a chance of controlling a hex team.
This isn't exactly what you were talking about, but it's something I've had on my mind- just taking hexes out of the meta by sledgehammer balancing does not seem like a good solution.
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Jan 20, 2008, 06:09 AM // 06:09
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#20
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Krytan Explorer
Join Date: Oct 2007
Location: Tualatin OR
Guild: N/A
Profession: A/W
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Quote:
Originally Posted by MithranArkanere
They should:
- 1. State the 'termination upon death of caster' in the skill description. That is currently made only in some skills, not all.
- 2. Add a new effect in the caster side. It wll be a 'black effect icon' with a number of enemies that have the hex instead of the time remaining number, to reflect the caster's side effect.
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+1 I was going to say the same thing
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