ArenaNet talk:Skill feedback/Ritualist/Bloodsong
Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use. |
Spirits promote passive play, and are therefore not good for the game. In addition, this is an extremely overpowered buff to bloodsong. Spirits viable counters are limited to interruption and killing them off, and to a lesser extent kiting their attacks. What you are suggesting effectively removes two of these counters from the game, which leaves you with living with the spirit and kiting off some of its damage. This encourages spirit spamming, which is a passive and basically results in the caster getting decent returns for an incredibly minimal amount of skill. Bad idea IMO.--Revelations 11:43, 4 October 2008 (UTC)
- May you please tell me how this is overpowered? I'm making the spirits active...which DEMOTES passive play...?--Lancy1214 14:34, 5 October 2008 (UTC)
- 10 second recharge is far to OP for spirit cycling and non-channeling magic conditioned skills. Noctarch 15:20, 5 October 2008 (UTC)
- Perhaps you did not understand the points in my original post. To be clear, what I meant is that killing the spirit will no longer be a viable counter with your proposed buff, because even doing so as soon as it was created would only result in a 6 or 7 second downtime AT MOST. Furthermore, this small recharge would give a spammer the possibility to have MULTIPLE bloodsong spirits present at once, out of range of one another. This is already possible, though the 30 second recharge limits its effectiveness. In addition to the insane recharge time you propose, a single second cast time for a spirit severely limits interruption as a counter, unless basically camping the rit, which should be discouraged. Though I agree that a one second cast is easily interruptable, it does not leave time for someone to observe animations, switch targets and then hit a 'rupt, which is currently a viable way of interrupting spirits. By removing cast time and recharge from spirits, you are removing their only real drawbacks, creating a very overpowered skill. This extends to nearly all of the proposed changes you have made to spirits, not only this one.--Revelations 12:23, 6 October 2008 (UTC)
- Finally, I would suggest you rethink your idea of passive play. Simply recasting a spirit more often does not make it an 'active' skill. Binding/Nature rituals are by their very definition, passive. Place the spirit, and basically forget about it, regardless of recharge/duration, the mechanic is the same.--Revelations 12:27, 6 October 2008 (UTC)
- Good point thanks I made an edit on my main page but I forgot to fix it here. --Lancy1214 20:51, 6 October 2008 (UTC)
- Finally, I would suggest you rethink your idea of passive play. Simply recasting a spirit more often does not make it an 'active' skill. Binding/Nature rituals are by their very definition, passive. Place the spirit, and basically forget about it, regardless of recharge/duration, the mechanic is the same.--Revelations 12:27, 6 October 2008 (UTC)
- Perhaps you did not understand the points in my original post. To be clear, what I meant is that killing the spirit will no longer be a viable counter with your proposed buff, because even doing so as soon as it was created would only result in a 6 or 7 second downtime AT MOST. Furthermore, this small recharge would give a spammer the possibility to have MULTIPLE bloodsong spirits present at once, out of range of one another. This is already possible, though the 30 second recharge limits its effectiveness. In addition to the insane recharge time you propose, a single second cast time for a spirit severely limits interruption as a counter, unless basically camping the rit, which should be discouraged. Though I agree that a one second cast is easily interruptable, it does not leave time for someone to observe animations, switch targets and then hit a 'rupt, which is currently a viable way of interrupting spirits. By removing cast time and recharge from spirits, you are removing their only real drawbacks, creating a very overpowered skill. This extends to nearly all of the proposed changes you have made to spirits, not only this one.--Revelations 12:23, 6 October 2008 (UTC)
- 10 second recharge is far to OP for spirit cycling and non-channeling magic conditioned skills. Noctarch 15:20, 5 October 2008 (UTC)
This is just stupid. Ritualist Spirit Spammers arent even remotely OP, and this skill change would be a horrid nerf to something that is already low tier. If you've ever Played one, your ALWAYS summoning spirits, casting, or something of the like. And 5e every 5-7 seconds for every spirit on your bar costs a lot more than 25e for a 45-60 second spirit. Did you do the math regarding energy regeneration offsetting its effectiveness? Im all for more active skill use, but the last thing spirits need are a nerf. and this looks pretty much like one.
Did you do the math regarding energy regeneration offsetting its effectiveness? Hell Yes! Every opinion stated are being addressed by Lancy and I. Rits can indeed have thier Active-cake and eat it too without a dent in energy reserves; its already built into the core mechanics of Guild Wars. We are both full-time Ritualist players and PvP/PvE-players and are completely aware of the ramifications Active Binding Rituals will have on current Rit-builds (also, please sign Falconeye 05:36, 13 January 2009 (UTC) ^_^) --Falconeye 05:36, 13 January 2009 (UTC)