ArenaNet:Skill feedback/Ranger/Nature Rituals
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<Don Knowall's Issue -- 01:38, 11 May 2008 (UTC)
- Issue
- With Winter offering global cold damage with other skills and Greater Conflagration allowing global fire damage, perhaps some of the unfavoured nature rituals can be changed to give the chance of global earth damage as well as another to give global lightning damage.
- Suggestion
- To keep elemental damage in the Wilderness Survival skill tree, Brambles could be renamed to Ashes and give conditional global earth damage, Roaring Winds could be named as Storm winds and provide lightning damage as there is no skill to give multi-player lightning damage conversion.
More Uses for Nature Rituals?
- Issue
- Many Nature Rituals stink, not just because of poor effects for the effort to put them up and keep them up (they have cast times up to 5 long, you know!) but also because they affect you as well as your foes. However, in certain circumstances they can overpowered, though they require a team to be build around them (e.g. Nature's Ritual and Tranquility when used in SpiritWay).
- Suggestion
- Basically, just shake up some of the rituals, buffing (slightly) those with good synergies (e.g. Brambles) and changing (or tweaking) the function of the rubbish ones (e.g. Roaring Winds).
Some Idea
- Issue
- No one uses Elite Nature Rituals unless full team support , like those Fear Me war+ E/Rt or N/Rt in HA. And some skills doesn't worth an elite slot.
- Suggestion
- Add some benefit to the Elite spirit creater.
e.g. Greater Conflagration Add 1...8...10 fire damage to the spirit owner.--RedTeaCat 06:34, 29 March 2009 (UTC)
Passive skills are bad (72.43.62.68's suggestion)
- Issue
Balanced 5x what it should be 3x what it should be "Passive skill is passive. If other team has a Ranger, you get dshotted, otherwise the other team's tactics get screwed over for 120 seconds. (Attribute: Skills that need updates)"
- Suggestion
- Shorter duration, cast, and recharge.