Siphons-(not new skills)

Hikan Trilear

Frost Gate Guardian

Join Date: Feb 2007

There are alot of hexes (Life Siphon, Life Transfer, Siphon Speed, etc.) in Guild Wars that function differently than normal hexes. These hexes usually give the user a benefit while hindering the target. They also end if the caster dies-this isn't stated anywhere in the skill description. There are a couple things that could be done.

Option 1: They could simply change the skill decriptions to reflect the fact that they end when the caster dies.

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.

I like the idea of a 2-way hex/enchantment that connects 2 characters.

I know it probably seems pointless, but I would like it.

Woop Shotty

Woop Shotty

Wilds Pathfinder

Join Date: Oct 2006

Ruthless Mafia [RM]

Mo/

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.

Shadowlance.

Academy Page

Join Date: Jan 2008

The Prophecy Of Life

R/P

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.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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.

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

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.)
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.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

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

Mortal Amongst Mere Gods

Krytan Explorer

Join Date: Oct 2007

Riding the spiral

W/

/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.

Tyla

Emo Goth Italics

Join Date: Sep 2006

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.
Life Siphon and Life Transfer are bad enough.
Siphon Strength almost never sees light.
Siphon Speed is ftw.

I like Option 1.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

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.

Hikan Trilear

Frost Gate Guardian

Join Date: Feb 2007

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.
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.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

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.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.

Ruricu

Ruricu

Frost Gate Guardian

Join Date: Mar 2006

치 The Spearmen 치

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.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

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.

Ruricu

Ruricu

Frost Gate Guardian

Join Date: Mar 2006

치 The Spearmen 치

It reminds me of skills that have to explain their effects, like Belly Smash. "...the resulting dust cloud blinds adjacent foes..."

Redundancy is annoying.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

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.
I love how narrative some of the original (Core and Prophecies) skills are.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

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.
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.

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

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.
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.

swordfisher

Krytan Explorer

Join Date: Sep 2005

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.

thedeadlyassassin

Krytan Explorer

Join Date: Oct 2007

Tualatin OR

N/A

A/W

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.
+1 I was going to say the same thing