Inspired Hex should have 3 effects: remove 1 hex, give some energy, give u 20 seconds to use that hex. (doesn't matter if you want to use it or not)
Now, since Factions comed out it is not workin at 100% for Chapter 1 owners only. That's becouse if you remove a factions hex you will not be able to use it.
I think this is a bug or a big mistake, if I don't buy Factions I can't move in Chanta, and I agree with this. I can't create or use As and Rit. professions, and that's ok. I can't make a build with Factions skill, perfect!
But this should'nt limit the functionality of my old GW skills.
Inspired Hex - Spell
Remove a Hex from target ally and gain 3-13 Energy. For 20 seconds, Inspired Hex is replaced by the Hex that was removed.
I have to say I own both chapters, and I have noticed this only when a guildie without Factions told me. And I don't like it.
Think about this, more chapters will come out, more and more skills too, but nothing, if i don't buy some of next chapters, should change the funcionality of my owned skill.
I can't see how having for 20 seconds a factions skill on my skilbar can harm any Factions owner.
Inspired Hex is usually there on my monk just to remove 1 hex and have some energy back, I never use the hex, but this is not the question. There are more skills that replace itself with an enemy skills, I can't see why the usefullness of those skills should be limeted to ppl who legally purchased it and want to use it.
So please A-Net let those skills work as intended becouse if I can replace my inspired hex with an locked skill or a different profession skill and still can use it, can't see why not if it'is a Factions locked skill.
Arcane Mimicry - Spell
For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally.
what about this?
Inspired Hex (and similar) not workin as intended.
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I've got to ask you, though, how often these skills are actually useful to begin with for skill substitiution. Do enough people use these to actually merit consideration of change? There may be... a few builds that make clever use of the skills, but I really cannot see any situation in which it would be important for a prophecies only character to mimic a Factions elite skill.
You should be knowing your skills' uses, correct? If you know your ally has a Factions elite, then you should know that as a prophecies character, you cannot have access to that elite. So the practicality of the idea diminishes further.
In essence, the question can be rephrased: "why can't I use my skill to cheat the system and use a factions skill"
This is the only way I see it as even remotely practical. And the answer to that question, in my opinion, is because you cannot use faction skills unless you have factions.
You should be knowing your skills' uses, correct? If you know your ally has a Factions elite, then you should know that as a prophecies character, you cannot have access to that elite. So the practicality of the idea diminishes further.
In essence, the question can be rephrased: "why can't I use my skill to cheat the system and use a factions skill"
This is the only way I see it as even remotely practical. And the answer to that question, in my opinion, is because you cannot use faction skills unless you have factions.
those skills are just an example, there are skills that casually copy 1 skill on the enemy skillbar.
How I told you "I HAVE FACTIONS", it's more I own 2 copies of it, 1 of is the CE. That's not the problem here. And I can see no cheat in using your own "purchased with your own money" skills how intented to.
If you have in the description "it replace with that skill or hex unless it belongs to another chapter" than ok. Do it, change the description. But actually I can't read this anywhere. So actually those skills are not working 100% how intended.
Problem is when more and more chapters comes out, and more and more skills will be around I ask myself : how many skills will stop working correctly due to chapter conflict?
I neither can see any commercial issue in this.
How I told you "I HAVE FACTIONS", it's more I own 2 copies of it, 1 of is the CE. That's not the problem here. And I can see no cheat in using your own "purchased with your own money" skills how intented to.
If you have in the description "it replace with that skill or hex unless it belongs to another chapter" than ok. Do it, change the description. But actually I can't read this anywhere. So actually those skills are not working 100% how intended.
Problem is when more and more chapters comes out, and more and more skills will be around I ask myself : how many skills will stop working correctly due to chapter conflict?
I neither can see any commercial issue in this.
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Well, it is inconsistent is what's the problem. A perfectly consistent system would be that the inspired/stolen skill would not be usable unless you have unlocked it on your account, regardless of whether it is in a campaign you have purchased for your account or not. That would make a modicum of sense. Having it arbitrarily restricted based on campaign makes no sense.
To generik: I believe you copy the skill, but can't cast it. You get to see the icon, but it's crossed out or some such. I dunno, I have a merged account, but that's what I've been told by someone who doesn't.
I agree with the OP. Even though having a copy of the skill is rarely a significant thing, it still ought to work properly. It is not cheating the system, because you have to copy the skill in a way that is designed to be used to copy skills.
Not having one or the other chapter is supposed to give you a smaller pool of skills to choose from. It's not supposed to make skills from the chapter you do have less effective. Even if only slightly.
I agree with the OP. Even though having a copy of the skill is rarely a significant thing, it still ought to work properly. It is not cheating the system, because you have to copy the skill in a way that is designed to be used to copy skills.
Not having one or the other chapter is supposed to give you a smaller pool of skills to choose from. It's not supposed to make skills from the chapter you do have less effective. Even if only slightly.
Just a reminder that we have an official bug thread:
http://www.guildwarsguru.com/forum/s...d.php?t=142817
And we also have a skill discussion forum:
Arcane Repository
http://www.guildwarsguru.com/forum/s...d.php?t=142817
And we also have a skill discussion forum:
Arcane Repository
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It's working as intended.
Note:
Inspired Hex is replaced by that hex on the skill bar. You get that hex spell on your bar. That's all it says. It mentions nothing about if you can cast it or not.
It's vaguely similar to using Arcane Mimicry to get an Axe skill elite you can't use because you don't have an axe on you.
Do both of them say that the original spell is replaced by the new skill? Yes, and that's what happens.
Do either of them mention anything about being able to use it? No.
Note:
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Inspired Hex - Spell Remove a Hex from target ally and gain 3-13 Energy. For 20 seconds, Inspired Hex is replaced by the Hex that was removed. |
It's vaguely similar to using Arcane Mimicry to get an Axe skill elite you can't use because you don't have an axe on you.
Do both of them say that the original spell is replaced by the new skill? Yes, and that's what happens.
Do either of them mention anything about being able to use it? No.
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Originally Posted by Lasareth
I've got to ask you, though, how often these skills are actually useful to begin with for skill substitiution. Do enough people use these to actually merit consideration of change? There may be... a few builds that make clever use of the skills, but I really cannot see any situation in which it would be important for a prophecies only character to mimic a Factions elite skill.
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But my advice: Just buy Factions
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Originally Posted by Sunai
It's working as intended.
Note: Inspired Hex is replaced by that hex on the skill bar. You get that hex spell on your bar. That's all it says. It mentions nothing about if you can cast it or not. It's vaguely similar to using Arcane Mimicry to get an Axe skill elite you can't use because you don't have an axe on you. Do both of them say that the original spell is replaced by the new skill? Yes, and that's what happens. Do either of them mention anything about being able to use it? No. |
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Originally Posted by misthero
Oh, sorry for being so dumb, it's not replaced to use it, it's just replaced for fun...
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Originally Posted by generik
Well no surprised.. the new spell is Anet's *gasp* Intellectual Property!! CONTENT!! Not paid for!!
If you want to cast that spell you gotta pay for it! |
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Originally Posted by Red Locust
Well, that's what it is, essentially. ANet understandably don't give you direct access to factions skills without paying for them, so why would they let you circumvent the system by using arcane mimicry (or inspired hex) on an ally and indirectly getting access to those skills without purchasing the content? It's nothing shocking that ANet want to limit access of factions skills to prophecies characters.
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Originally Posted by Maxiemonster
Jep, you have a point there
A second reason is that +XX% recharge doesn't work on this, to make it less powerful on Monks, but that's obviously not the main reason. |
I think it's kinda stupid that you can't use the Inspired factions skill if you dont have factions, with all of Anets "you dont need both games to be competitive" talk. Plus like swiftygem said, that 20second demo of factions skills could be a selling point for some people
.I tend to think it was an oversight nobody really cared about, due to the extreme infrequency of Inspired Hex ever pulling up something you'd use.
Guild Wars is often compared to Magic the Gathering in terms of balance, in terms of expansion style, and just the general flavour of the skill sets. If you used a card to steal a card from another player in Magic temporarily, to the best of my knowledge, you can use it if you can use it. (That is, if you can't pay for it, you can't, but otherwise, it's available to you normally.) Something like that. I have a working knowledge of MtG, but I don't play.
There're a few attribute-linked hexes and enchantments that would be nice to have a copy of, but also quite a few non-attribute hexes and enchantments that can be used by anyone who can snag a copy.
And the same goes for Arcane Thievery. If I use it on a mesmer, I do so because I want both the shutdown, and often, an additional mesmer skill at my disposal that may or may not be useful.
Inspired Hex, Inspired Enchantment, Arcane Thievery, Arcane Mimicry, Echo, and Arcane Echo were all broken before the release of the game. They never could, and NEVER DID get their recharge times to function properly. (What they've done is thrown on a patch-up job by giving the skill its normal recharge time, and then throwing on a "When [blank] ends, it is disabled for X seconds", where X = the skill's recharge. You can tell this because faster recharges of ALL types, ranging from Mantra of Recovery to Glyph of Renewal have NO effect on the second recharge, while they do on the first.)
Another related matter is that none of the copy skills can take Monster skills. They just recharge instantly while still giving the energy bonus when applicable, and pull up the 'Target has no spells to steal' when applicable.
This is just another issue that compounds the imabalance of owning only a single chapter of Guild Wars, albeit a generally unimportant one. It cuts down the utility of certain skills in a way that would never happen in its TCG cousin, Magic.
Still, even if Anet does decide that it's something not working as intended, instead of a 'feature', then I doubt it's going to be anywhere near the top of the priority list.
In any case, no matter how many times I visualize it, I can't stop thinking how funny it would be if this kind of thing happened in a card game >_>
*Referee walks up to Player 1, who just stole Player 2's card from an expansion he doesn't own using a spell*
Referee: I'm sorry, but you do not own this expansion, and can not use that card.
*Referee smacks the card out of Player 1's hand*
<_<
Guild Wars is often compared to Magic the Gathering in terms of balance, in terms of expansion style, and just the general flavour of the skill sets. If you used a card to steal a card from another player in Magic temporarily, to the best of my knowledge, you can use it if you can use it. (That is, if you can't pay for it, you can't, but otherwise, it's available to you normally.) Something like that. I have a working knowledge of MtG, but I don't play.
There're a few attribute-linked hexes and enchantments that would be nice to have a copy of, but also quite a few non-attribute hexes and enchantments that can be used by anyone who can snag a copy.
And the same goes for Arcane Thievery. If I use it on a mesmer, I do so because I want both the shutdown, and often, an additional mesmer skill at my disposal that may or may not be useful.
Inspired Hex, Inspired Enchantment, Arcane Thievery, Arcane Mimicry, Echo, and Arcane Echo were all broken before the release of the game. They never could, and NEVER DID get their recharge times to function properly. (What they've done is thrown on a patch-up job by giving the skill its normal recharge time, and then throwing on a "When [blank] ends, it is disabled for X seconds", where X = the skill's recharge. You can tell this because faster recharges of ALL types, ranging from Mantra of Recovery to Glyph of Renewal have NO effect on the second recharge, while they do on the first.)
Another related matter is that none of the copy skills can take Monster skills. They just recharge instantly while still giving the energy bonus when applicable, and pull up the 'Target has no spells to steal' when applicable.
This is just another issue that compounds the imabalance of owning only a single chapter of Guild Wars, albeit a generally unimportant one. It cuts down the utility of certain skills in a way that would never happen in its TCG cousin, Magic.
Still, even if Anet does decide that it's something not working as intended, instead of a 'feature', then I doubt it's going to be anywhere near the top of the priority list.
In any case, no matter how many times I visualize it, I can't stop thinking how funny it would be if this kind of thing happened in a card game >_>
*Referee walks up to Player 1, who just stole Player 2's card from an expansion he doesn't own using a spell*
Referee: I'm sorry, but you do not own this expansion, and can not use that card.
*Referee smacks the card out of Player 1's hand*
<_<
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Originally Posted by Lasareth
You should be knowing your skills' uses, correct? If you know your ally has a Factions elite, then you should know that as a prophecies character, you cannot have access to that elite. So the practicality of the idea diminishes further.
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/sarcasm
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Originally Posted by Lasareth
In essence, the question can be rephrased: "why can't I use my skill to cheat the system and use a factions skill"
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If using the skill would actually *unlock* factions-skills for your account, or if you could *permanently* keep the stolen skill, then yes, you'd have a point. But the way these skills work you only have the stolen skills for a couple of seconds, after that they're gone again - no unlock for your account either.
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Originally Posted by Lasareth
This is the only way I see it as even remotely practical. And the answer to that question, in my opinion, is because you cannot use faction skills unless you have factions.
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