Similar?
Helix Dreadlock
I was playing around, and found out that Wandering eye and Clumsiness had almost duplicate effects...same energy, casting time, recharge, damage, interrupts attacks, deals same amount of damage, same attribute...except.....Wandering Eye only effects adjacent foes. I find this silly, why interrupt the same foe but not deal damage? It's just crazy. So I suggest making it a duplicate. It makes it no different, it's not over-powered or anything, because they both deal the same damage but only WE deals damage to adjacent foes, so it won't make a big deal. There's really no reason why it can't be made a duplicate, it won't affect economy, or anything else. Anyone else agree? If not, give a legit explanation please.
IronSheik
Wandering Eye
Full: For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10...76 damage.
Clumsiness
Full: For 4 seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 10...76 damage.
Clumsiness Interrupts each foe giving more protection to your party but less damage to enemies (Provided they're all adjacent to each other)
WE let's you do damage to foes not attacking, but only interrupts one.
Leave as is, and your block is too big for me to read
Full: For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10...76 damage.
Clumsiness
Full: For 4 seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 10...76 damage.
Clumsiness Interrupts each foe giving more protection to your party but less damage to enemies (Provided they're all adjacent to each other)
WE let's you do damage to foes not attacking, but only interrupts one.
Leave as is, and your block is too big for me to read
Helix Dreadlock
Quote:
Wandering Eye
Full: For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10...76 damage. Clumsiness Full: For 4 seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 10...76 damage. Clumsiness Interrupts each foe giving more protection to your party but less damage to enemies (Provided they're all adjacent to each other) WE let's you do damage to foes not attacking, but only interrupts one. Leave as is, and your block is too big for me to read |
IronSheik
They can't be a duplicate because they're different skills....one is adjacent AoE Interrupt, One is one interrupt AoE Damage.
Helix Dreadlock
I don't see why not. There's enough similarities to merge them together. The creator could've been drunk. They're both interrupts+adjacent and damage. Same everything else. Doesn't mean they couldn't MAKE it a duplicate.
subarucar
Whats the point in making them duplicates?
They have slightly diferent effects.
If you use WE on a ranger standing next to monk (assuming monk isnt wanding), the monk will take damage, whereas they would not if you used clumsiness.
If you use clumsiness on 2 warriors attacking the same ally, both will get their attacks interupted. Whereas with WE only one would be interupted.
They have slightly diferent effects.
If you use WE on a ranger standing next to monk (assuming monk isnt wanding), the monk will take damage, whereas they would not if you used clumsiness.
If you use clumsiness on 2 warriors attacking the same ally, both will get their attacks interupted. Whereas with WE only one would be interupted.
Bob Slydell
Regardless, they are two, different skills with two different mechanics (they are not like the factions and prophecies duplicates). Clumsiness hexes adjacent foes and before the timer runs out if they attack they take damage and get interrupted - Each person hexed is a different hexed person and there for you can hex a couple tanks hitting you (in pvp lets say) and both will get interrupted on their own time when they swing. Wandering gets applies to one person and relies solely on that one person to swing, get interrupted and then damage everyone around them. So say maybe if its used (in pvp again lets say) it only interrupts one person and doesn't hex everyone but people around that person take damage. There is two different skills there with totally different functions. Merging them is just another crazy idea that just doesn't seem, to me, very open minded about the many uses of these two skills in different situations.
upier
While we are at it - merge pretty much the whole Healing line into one skill. And Fire. And all the Water slowdowns. And ...
xanarot
I have to agree here... if you want this change, its the same as saying every fire, water and earth aoe should be merged as well.
I mean, whats the difference? All aoe, all damage, just a different cooldown or cost or damage type. The dev making those things must've been drunk as well.
But seriously, they're completely different skills.
1. Cast on target. Each adjacant target is interupted the next time they make an attack and take damage.
2. Cast on target. The next time that target makes an attack it is interupted and all adjacant foes take damage.
IE. you cast nr1 when there's a group arround, say, your tank. Greatly reduces the damage he takes while doing ok damage. nr2 you cast at the start of a fight when nothing is adjacent yet, so that when the target swings the first attack several still get it.
They're completely different skills with entirely different tactical uses. 1st is when they're standing together (and might scatter), 2nd is for when you expect them to group.
I mean, whats the difference? All aoe, all damage, just a different cooldown or cost or damage type. The dev making those things must've been drunk as well.
But seriously, they're completely different skills.
1. Cast on target. Each adjacant target is interupted the next time they make an attack and take damage.
2. Cast on target. The next time that target makes an attack it is interupted and all adjacant foes take damage.
IE. you cast nr1 when there's a group arround, say, your tank. Greatly reduces the damage he takes while doing ok damage. nr2 you cast at the start of a fight when nothing is adjacent yet, so that when the target swings the first attack several still get it.
They're completely different skills with entirely different tactical uses. 1st is when they're standing together (and might scatter), 2nd is for when you expect them to group.
MagmaRed
There are times you want to use Clumsiness, and other times you want to use Wandering Eye. Learn when those times are and you won't think your suggestion makes much sense. They are similar, but they are not the same, and shouldn't be. They are similar in the same way Gash and Crushing Blow are similar in supplying Deep Wound.