+20% longer hexes and other things...
dr love
i was just thinking today, why isn't there some sort of hex buff mod?
then it got me thinking, what about a weapon spell buff mod?
and it'd be way cool to get some sort of mod that affects spirit rituals besides a +1 20% chance.
then somehow i thought about caster weapons. it's too bad that +5 energy, +20% enchants, and +30hp never made it to a wand. I know implementing something like that now would hurt the "economy" and all those voltaic spears, but i still think its funny how Anet made melee weapons very attractive to casters because of their unique mods.
discussion?
then it got me thinking, what about a weapon spell buff mod?
and it'd be way cool to get some sort of mod that affects spirit rituals besides a +1 20% chance.
then somehow i thought about caster weapons. it's too bad that +5 energy, +20% enchants, and +30hp never made it to a wand. I know implementing something like that now would hurt the "economy" and all those voltaic spears, but i still think its funny how Anet made melee weapons very attractive to casters because of their unique mods.
discussion?
Haxor
The weapon spell buff is called Spawning Power. It's the only thing it's good for.
As for hexes, they're annoying enough as-is. No need to make them last even longer. If anything, they need better counters - but that's a completely different discussion.
As for hexes, they're annoying enough as-is. No need to make them last even longer. If anything, they need better counters - but that's a completely different discussion.
Scary
There are indeed a lot of Hexes that are a pain, like al those degen hexes
they are energy bandits for a monk.. so no, they shouldnt last longer as they
do now.
But there are hexes that are more like a enchantment. as barbs. for those
kind of skills it would be nice, but that would take a huge amount of work
to change all that.
they are energy bandits for a monk.. so no, they shouldnt last longer as they
do now.
But there are hexes that are more like a enchantment. as barbs. for those
kind of skills it would be nice, but that would take a huge amount of work
to change all that.
Arkantos
Hexes and weapon spells are strong enough as it is. They certainly don't need to be buffed.
DarkGanni
Some hexes reapply themselves under certain conditions, spells such as Enduring Toxin, Recurring insecurity and also the mesmer skill Mantra of Persistence.
Some hexes are also spammable. I think it's balanced the way it is now and besides that, it's too late to implement it.
Some hexes are also spammable. I think it's balanced the way it is now and besides that, it's too late to implement it.
Stupid Shizno
you want to buff the two things that make up the shitty meta that we already have? are you izzy?
xanarot
Dont you know about conditions?
Condition lengtheners (yay) resulted in condition decreasing runes because it became to easy to exploit.
So, your 20% longer hexes would eventually create -20/33% duration runes against them. Since hexes are very common and basic, this would result in all hexers needing the upgrade to keep the current length hexes. -> less weapon customization due to forced upgrade.
Condition lengtheners (yay) resulted in condition decreasing runes because it became to easy to exploit.
So, your 20% longer hexes would eventually create -20/33% duration runes against them. Since hexes are very common and basic, this would result in all hexers needing the upgrade to keep the current length hexes. -> less weapon customization due to forced upgrade.
zwei2stein
+20% Hexing was in beta. It it not in full game for reason.
Cargan
I can see the sense in having such a mod, but maybe 10% would be more reasonable for hexes. If this was added I would also like to see focus cores and shield handles to reduce hex duration by 10%. I'm sure it'd be more popular than the +60hp while under a hex, and -3 while under a hex.
While they're at it, we could use some inscriptions and mods for 'while under the effects of a chant or shout'. In particular:
Shield Handle, +45 hp
Shield Inscription, -2 damage while under the effects
Weapon Inscription, +15% damage while under the effects
While they're at it, we could use some inscriptions and mods for 'while under the effects of a chant or shout'. In particular:
Shield Handle, +45 hp
Shield Inscription, -2 damage while under the effects
Weapon Inscription, +15% damage while under the effects
Evil Neato
Not no, but hell no.
wind fire and ice
No,just no.
Why buff the two most annoying and overpowered things in gw?
Why buff the two most annoying and overpowered things in gw?
Tyla
Hex stacking is dumb enough as it is when it pops through. Weapon of Warding is dumb enough as it is.
HawkofStorms
Hexes, stances, etc are balanced as they are with their current duration in mind. If this weapon mod was introduced, a.net would just lower the duration of all hexes by 20% to counter balance it.
If you want longer hexes/weapon spells you have to spec points into the skill (to prevent secondary abuse) or spec skills into it, thereby making your build more limited (ie, mantra of persistance).
Enchantments on the other hand are balanced with the duration at 20% in mind (ie, the duration of aegis back when aegis chaining was popular was very obviously meant to be up all the time).
If you want longer hexes/weapon spells you have to spec points into the skill (to prevent secondary abuse) or spec skills into it, thereby making your build more limited (ie, mantra of persistance).
Enchantments on the other hand are balanced with the duration at 20% in mind (ie, the duration of aegis back when aegis chaining was popular was very obviously meant to be up all the time).
MStarfire
Quote:
Hexes, stances, etc are balanced as they are with their current duration in mind. If this weapon mod was introduced, a.net would just lower the duration of all hexes by 20% to counter balance it.
If you want longer hexes/weapon spells you have to spec points into the skill (to prevent secondary abuse) or spec skills into it, thereby making your build more limited (ie, mantra of persistance). Enchantments on the other hand are balanced with the duration at 20% in mind (ie, the duration of aegis back when aegis chaining was popular was very obviously meant to be up all the time). |
dr love
ok those are all very good reasons.
Div
Can I have a enchanting mod of -20% enchantment duration?
Ariena Najea
Quote:
Originally Posted by wind fire and ice
Why buff the two most annoying and overpowered things in gw?
|
These mechanics are already balanced, or overpowered depending on who you ask. Unless most of the existing hexes are altered, increasing hex duration would be catastrophic xD
Firestone
Winterclaw
I want a mod of ignore hexes 20% for my warrior.
Skyy High
That's called a lieutenant's insignia.
Phoenix Tears
the game is so or so totally unbalanced..what should happen more, than just the same flame wave, everytime comes, when anythign gets changed in this totally screwed game ?
/signed
there are also alot of other insignias, runes and mods missing, which would imo improve the game, especially because of this counterbalancing anet would do then, to nerf hexes ect., because this would lead to true balance.
If they would be Mods/Insignias, that increase the length of hexes, then its naturally, that this would be as said counter by new anti-runes for hexes, as they exisist still for conditions.
So Runes which decrease the duration of hexes by 20%, and everythign would be fine and more balanced, then ever before, because not all players play all the same builds !!!
When you find yourself in battle without these new runes, then you would be in little disadvantage... but if you find yourself in battle with the new runes against an enemy, that fights with a weapon without the new hex duration enlarger, than you are in advantage, because the hexes won't last against you then not anymore so long, as usual.
I would find it really good, if there would exist for shields for example elemental insignias, which increase the defense against a certain Element by percent.
Say, you get a a Burning Large Shield of Ward, the fire insignia in it would protect you then in of of these possible manners:
- Increases Defense against Fire Damage by +10
- Reduces taken Fire Damage by 10 Points (20% Chance)
- Lets you absorb any Fire Damage and converts it into 15% of the Power as Healing
You suffer on minus 1 Life Degeneration
or what would be very nice, is like a similar summoning insignia for ritualists, that works like the one for necromancers, reducing by 25% the reload time for sommoning spirits
Energie management insignias (which don't stack) would be cool, that increase the regeneration by +1 pip
the elemental weapon mods should be improved, that they do more, then only elemental damage, they should have all also a slightly chance to perform conditions
Fiery Mod should have 10% chance to inflict burning
Icy Mod should have 10% chance to drain 10% of the dealt damage as Energy from the enemy
Ebon Mod should have 10% chance to inflict Weakness
Lightnign Mod should have 10% chance to inflict blindness or maybe cracked armor.
this way these weapon mods would become alot more interestign to use over the other mods...
Then there should be also weapon mods, which increase the max Energy, not only such , which increase the max health.
Say you get a "Magical Scimitar of Radiance"
The Weapon would increase by its mod then your max Energy by +10 - +5 per Mod, prefix and suffix
same should go then with health, prefix as suffix should be able to increase the health, for all kinds of weapons. Why should be only magic wands the weapons with mods that let them increase health as max energy for both mod slots????
I hope really, that anet will be with GW2 alot more original and doesn't forget so much useful things, which would make creating a charakter alot more individual.
So more insignias/mods/runes the game has, so more individual can your character be, so more tactical build options has the player !!!, so more make the game fun in the end, so more can your charakter end up looking totally epic
/signed
there are also alot of other insignias, runes and mods missing, which would imo improve the game, especially because of this counterbalancing anet would do then, to nerf hexes ect., because this would lead to true balance.
If they would be Mods/Insignias, that increase the length of hexes, then its naturally, that this would be as said counter by new anti-runes for hexes, as they exisist still for conditions.
So Runes which decrease the duration of hexes by 20%, and everythign would be fine and more balanced, then ever before, because not all players play all the same builds !!!
When you find yourself in battle without these new runes, then you would be in little disadvantage... but if you find yourself in battle with the new runes against an enemy, that fights with a weapon without the new hex duration enlarger, than you are in advantage, because the hexes won't last against you then not anymore so long, as usual.
I would find it really good, if there would exist for shields for example elemental insignias, which increase the defense against a certain Element by percent.
Say, you get a a Burning Large Shield of Ward, the fire insignia in it would protect you then in of of these possible manners:
- Increases Defense against Fire Damage by +10
- Reduces taken Fire Damage by 10 Points (20% Chance)
- Lets you absorb any Fire Damage and converts it into 15% of the Power as Healing
You suffer on minus 1 Life Degeneration
or what would be very nice, is like a similar summoning insignia for ritualists, that works like the one for necromancers, reducing by 25% the reload time for sommoning spirits
Energie management insignias (which don't stack) would be cool, that increase the regeneration by +1 pip
the elemental weapon mods should be improved, that they do more, then only elemental damage, they should have all also a slightly chance to perform conditions
Fiery Mod should have 10% chance to inflict burning
Icy Mod should have 10% chance to drain 10% of the dealt damage as Energy from the enemy
Ebon Mod should have 10% chance to inflict Weakness
Lightnign Mod should have 10% chance to inflict blindness or maybe cracked armor.
this way these weapon mods would become alot more interestign to use over the other mods...
Then there should be also weapon mods, which increase the max Energy, not only such , which increase the max health.
Say you get a "Magical Scimitar of Radiance"
The Weapon would increase by its mod then your max Energy by +10 - +5 per Mod, prefix and suffix
same should go then with health, prefix as suffix should be able to increase the health, for all kinds of weapons. Why should be only magic wands the weapons with mods that let them increase health as max energy for both mod slots????
I hope really, that anet will be with GW2 alot more original and doesn't forget so much useful things, which would make creating a charakter alot more individual.
So more insignias/mods/runes the game has, so more individual can your character be, so more tactical build options has the player !!!, so more make the game fun in the end, so more can your charakter end up looking totally epic
Tyla
Who released Phoenix Tears?
lemming
MirkoTeran
newbie_of_doom
Lieutenants insignia is -20 armor. Nice joke. Tbh this would just make hexes shorter and reapplying hexes weird and retarded and basicly have you use less 40/40 and then it would be RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing retarded as well. If anything has to be done with hexes, it is nerfing them.
aapo
What purpose does it serve to have these +33% condition runes only to counter them with 20% reduction runes for x * 1.33 * 0.8 = 1.06x duration? Oooh, tactical choices! More like pointless waste of slots. Place your bets what you're going to face.
newbie_of_doom
33% condition runes are awesome on rangers.