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Old Apr 08, 2007, 12:28 AM // 00:28   #21
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No, both price and reckless and hexes in general are problematic. Its not that everybody just wants physical damage, and no proper counters to it, the issue is that the power level of hexes were to high compared to the options available for teams to deal with hexes. The point is not to remove hexes from the metagame, but to make it so that they are not overpowered part of the metagame.

EDIT* As has been discussed to death elsewhere, the other side of this problem is the current map selection process. Build and Hall are too closely linked right now, the ability for a team to select a map on which they can force the fight they want essentially eliminates a lot of strategic options that would otherwise help you beat hexes without having to resort to neutering you build by running Divert on a monk and multiple purges, or expel somewhere to have a chance to be in the game. For example hexes on Jade (see Celestial tournament playoffs). On another map like Uncharted and other halls that are at least split-possible a more balanced team has other options available to them.

Last edited by Winstar; Apr 08, 2007 at 12:39 AM // 00:39..
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Old Apr 08, 2007, 03:53 AM // 03:53   #22
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I won't deny that ways of hex removal are still limited considering how fast the can be applied and renewed; however, looking at the skill alone, it's not as threatening as price of failure. Mesmers can be powerfull yes but they are very limited on skill combinations, and are most likely tied to reserve 2 skills on their bars just for e-management. If you wanna ever play degeneration mesmers, you are probably taking persistence in your bar, and it's not that easy to keep up with proper energy return. It's similar to a searing flames bar, half of it is dedicated to energy management. Spirit of Failure is a part of it.

Now look carefully at mesmers; they have 2 offensive attributes and that's all. Inspiration is mostly defense/utility, and has been nerfed for so long that they should just do power drain net you 10 energy, to rip the line. Now you change a skill that is used mainly by mesmers, in a line that kinda sucks, in a class with 2 attributes that are agressive and where the primary attribute is completely passive. It's complicate to do that, and need a lot more thought put on it before actually changing anything.

My point is, I do see that the skill needed a change, but the class is getting too limited; you are forcing them to use the very same domination skills, and even those were touched on this update too. I won't even go to pve because I can deal with it there, besides, nothing has been done to make mesmers attractive in pve, other than shiny armor sets.

Last question, why has this been moved to pve discussion if the reason of the skill changing had absolutelly nothing related to pve?
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Old Apr 08, 2007, 05:40 PM // 17:40   #23
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Don't underestimate 25% of their attacks missing. Also consider the fact that with other hexes stacked on top of them, you may get more energy back.
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Old Apr 08, 2007, 05:42 PM // 17:42   #24
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pretty much in agreement. It would be nice to see something a little more active out of the inspiration line which was at best something splashed to suppliment a dom bar, and since adjustments to it not even that.
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