Lets say an enemy mesmer cast imagined burden or one of the similar spells. Then shortly there after, you kill them. How does the hex stay on you if the caster is dead? With ele skills like burning it makes a little sence, because, well your on fire. But, other hexes (necro/mes) seem to me that they would be stopped if the caster was slain.
So the idea, as you can see, is to cancel the hex if you "cancel" the hexer.
~the rat~
edit to lose the degen aspect))
When the enemy dies the hex should end
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Originally Posted by tyla salanari
/notsigned
i find it fun as it is:P but either way if you do that it would not have a positive effect on the hex skills |
~the rat~
I assume you'll also want to be cleansed of bleeding/deep wound once the war that was attacking you dies. You can't just remove stuff like that.
/notsigned
So do a little micromanaging and remove them yourself? That's the point of heroes.
/notsigned
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Originally Posted by legion rat
and heros are stupid when it comes to hex removal
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yeah a sin has great hex removal.
and I should have my monk fighting.
No I do not think conditions should be removed. Nor do I think degen magic should really, mostly things like imagined burden and the like as it slows gameplay down. Your killing things. then hobble for a while then fight. and since the creatures are all pretty much the same u will hobble to the next one. I can see slow in fights but if the caster dies end it.
~the rat~
and I should have my monk fighting.
No I do not think conditions should be removed. Nor do I think degen magic should really, mostly things like imagined burden and the like as it slows gameplay down. Your killing things. then hobble for a while then fight. and since the creatures are all pretty much the same u will hobble to the next one. I can see slow in fights but if the caster dies end it.
~the rat~
L
they are not maintained....as simple as that, monk enchantments that are maintained get lost once the monk dies but stuff like guardian, prot spirit, spirit bond are not lost because the casting and cost of the spell have already been paid.
now if there were say a hex that you had to maintain and gave you -1 energy regen sure that should be stripped when the caster dies but other wise...it all makes sense as is.
now if there were say a hex that you had to maintain and gave you -1 energy regen sure that should be stripped when the caster dies but other wise...it all makes sense as is.
A
signed ...
its only logical, that when the source of the hex is dead..that then the hex stops..because the origin of the hex doesn't exist anymore...
Hexes and Curses exist only so long, how the origin of them is alive so that the magic flow behind the hex can flow.
Is the Caster of the Hex dead, then breaks the flow of magic..so simple.
Hexes are no physical conditions..which can stay even after death of the origin. Hexes are magic and magic isn't persistant after the death of its origin
same is with enchants... when the origin of enchants dies.. then they end...
if the caster of a bond dies..they end...same should be with any other normal enchants....because its magic..which can only work, as long it's origin can ensure its magic flow, thus meaning being alive.
But who cares..anet shits on logic ...when it comes to gameplay >.> and same is it with these notsigners here ... which fear sure only for some builds to be nerfed by this way..btw that they will get automatically in pve/pvp more aggro..because people will then prefer to spike simple the necros ect. to ged rid of the hexes ...
its only logical, that when the source of the hex is dead..that then the hex stops..because the origin of the hex doesn't exist anymore...
Hexes and Curses exist only so long, how the origin of them is alive so that the magic flow behind the hex can flow.
Is the Caster of the Hex dead, then breaks the flow of magic..so simple.
Hexes are no physical conditions..which can stay even after death of the origin. Hexes are magic and magic isn't persistant after the death of its origin
same is with enchants... when the origin of enchants dies.. then they end...
if the caster of a bond dies..they end...same should be with any other normal enchants....because its magic..which can only work, as long it's origin can ensure its magic flow, thus meaning being alive.
But who cares..anet shits on logic ...when it comes to gameplay >.> and same is it with these notsigners here ... which fear sure only for some builds to be nerfed by this way..btw that they will get automatically in pve/pvp more aggro..because people will then prefer to spike simple the necros ect. to ged rid of the hexes ...
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Originally Posted by MagmaRed
/unsigned
Dumbest thing I have heard for a long time. Read what people have already said, there are reasons for it. Next, we can kill the Monk, and Protective Spirit will end on the one we can't kill? |
but when you call tactic "dumb" ..then must either be you dumb..or you simple don't undertstand, what it means to fight with tactics ... and battles can be only won with tactics ...
if you slay only ever and ever against a foe wildy with no tactic.. then your are predictable and easily to kill...when your unable to change isntantly your tactics while fightng..when you see, that your attacks bring no great effect
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Originally Posted by Phoenix Tears
this would mean "tactic" ...when you can't kill Player A..than you go autimatically search for an other tactic to get your opponent killed ... when you see, you can't kill opponent A, because it gets protected by ooponent B, then its normal that a clever player would rush to opponent B to kill it..to get rid of the protection of opponent A.. so that opponent A becomes also killable ....
but when you call tactic "dumb" ..then must either be you dumb..or you simple don't undertstand, what it means to fight with tactics ... and battles can be only won with tactics ... if you slay only ever and ever against a foe wildy with no tactic.. then your are predictable and easily to kill...when your unable to change isntantly your tactics while fightng..when you see, that your attacks bring no great effect |
~the rat~

