Feedback talk:User/Ciotto/Preservation
This skill is almost the exact same thing as life, except that life heals for more at seconds 1-3 in between every 4. Why would anyone take this when it requires an elite slot?~>Sins WDB 14:04, 21 September 2009 (UTC)
- As you say this it is the version elitè of life. The motivation for a player to use is it in the fact that: while life heals at the end of its duration preservation does it all the time which avoids to healers to heal. However my idea was also to increase the amount of health about 4...33...40 but it give already a +3.5 of regeneration to all for 10 energy wich isn't bad.Ciotto 20:47, 21 September 2009 (UTC)
- There has to be a significant amount of healing that this skill has over life in order for it to see use. I know I would notice it if the net was around 210 healing at 14 resto. 210 health is a 50% increase in healing over life and given that it comes at mediocre intervals, it seems fair. The energy would need to be 15 for a skill like this for sure. I'm thinking a scale along the lines of...
Progression | |
---|---|
0 1 4
1 2 7
2 3 9
3 3 12
4 4 15
5 5 17
6 6 20
7 7 23
8 7 25
9 8 28
10 9 31
11 10 33
12 11 36
13 11 39
14 12 41
15 13 44
16 14 47
17 15 49
18 15 52
19 16 55
20 17 57
21 18 60
|
This way the level is effected by weakness and health drops off by level and a bit from spawning power in addition to a slight armor decrease. This is lower level than Life, but it makes sense due to the heals occurring while the spirit is alive. It's your idea though, take what you will from my input.~>Sins WDB 21:50, 21 September 2009 (UTC)
- But in this way you will lose the cheap spirit that you can use for the conditions of other speels. And you have to remember that this is an elitè so it should be more powerfull than life as you say in your first post.Ciotto 21:46, 22 September 2009 (UTC)
- It is more powerful, it's healing comes in at regular intervals, which is far more convenient than getting healed after 20 seconds. This adds to its effectiveness and the additional 50% healing are why such a skill should be 15 energy.~>Sins WDB 23:32, 22 September 2009 (UTC)
- That is the why i won't change the amount of heal of preservation, because i prefer a low energy cost than an highter heal power.Ciotto 15:12, 23 September 2009 (UTC)
- Seems like a fair tradeoff. I just don't know that it would be desirable to take even with healing intervals when in the end when life heals for 25 less (~15%) health and is non elite, especially since the costs and duration are the same. You could scale it at 4...33...40 like you were going to. The net heal, att 14, is a difference of 50 (190-140) that way and it's below 200 net, which to me feels like the threshold for making it 15. However, I wouldn't set it to that scaling without upping something, because instead of a replacement for life they may get used together. That would mean absolutely no type of pressure would stand a chance and spikes would be increasingly difficult to pull off. This holds true even at the scaling it's at right now. Given that it may be a problem I would add some kind of restriction. Might need to directly address life, Life (PvP) is disabled for 20 seconds. I don't like changes like that, but Life+Preservation used in conjunction is something I could see as becoming problematic, in terms of power and mindlessness.~>Sins WDB 15:59, 23 September 2009 (UTC)
- This is a big problem expecially if there are two rits (one with life and one with preservation) but at the moment spirits need 3 seconds of cast and then they can be interrupted easely or just kill them after spam.Ciotto 16:52, 23 September 2009 (UTC)
- Disable Life (PvP) for 20 seconds and kill spirits of Life in spirit range. Perhaps that gets around the problem. ~>Sins WDB 17:28, 23 September 2009 (UTC)
- This is a big problem expecially if there are two rits (one with life and one with preservation) but at the moment spirits need 3 seconds of cast and then they can be interrupted easely or just kill them after spam.Ciotto 16:52, 23 September 2009 (UTC)
- Seems like a fair tradeoff. I just don't know that it would be desirable to take even with healing intervals when in the end when life heals for 25 less (~15%) health and is non elite, especially since the costs and duration are the same. You could scale it at 4...33...40 like you were going to. The net heal, att 14, is a difference of 50 (190-140) that way and it's below 200 net, which to me feels like the threshold for making it 15. However, I wouldn't set it to that scaling without upping something, because instead of a replacement for life they may get used together. That would mean absolutely no type of pressure would stand a chance and spikes would be increasingly difficult to pull off. This holds true even at the scaling it's at right now. Given that it may be a problem I would add some kind of restriction. Might need to directly address life, Life (PvP) is disabled for 20 seconds. I don't like changes like that, but Life+Preservation used in conjunction is something I could see as becoming problematic, in terms of power and mindlessness.~>Sins WDB 15:59, 23 September 2009 (UTC)
- That is the why i won't change the amount of heal of preservation, because i prefer a low energy cost than an highter heal power.Ciotto 15:12, 23 September 2009 (UTC)
- It is more powerful, it's healing comes in at regular intervals, which is far more convenient than getting healed after 20 seconds. This adds to its effectiveness and the additional 50% healing are why such a skill should be 15 energy.~>Sins WDB 23:32, 22 September 2009 (UTC)
Strange[edit]
Sin WDB you are the only one that post on this discussion. Is my feedback soo bad that nowone agree with it?Ciotto 16:54, 23 September 2009 (UTC)
- There's several Preservation discussions and many othre suggestions, I can't even get to all the one's I want to. I'm only in to the Rit and Ele suggestions so far. It's the amount of time it takes to get through these that is the reason you aren't seeing feedback. I imagine it will take ANet a long time to sort through these as well.~>Sins WDB 17:28, 23 September 2009 (UTC)
- I try not to read other ritualist suggestions because I dont want to make it seem like I plagiarized any ideas... see if I didnt read this and came up with the same idea its cool... but now that I read this Im banned from thinking of this idea Talamare 17:39, 23 September 2009 (UTC)
- Talamare i think that if you copy a my idea this mean that you think is great ^_^. I just want that GW get belanced.Ciotto 18:47, 23 September 2009 (UTC)
- I try not to read other ritualist suggestions because I dont want to make it seem like I plagiarized any ideas... see if I didnt read this and came up with the same idea its cool... but now that I read this Im banned from thinking of this idea Talamare 17:39, 23 September 2009 (UTC)
Maybe just make it heal only injured people and cut the activation time to 2 seconds or something? Since all other spirits are 3 or longer, it would be the easiest spirit to get and keep up, which is much more elite-worthy. 188.74.101.228 19:54, 2 November 2009 (UTC)
From lack of use to imba[edit]
The Spirit would be useless in PvE. Rejuvenation would be the better joice and is non elite. The PvP Version would be a must have for all flagrunners in GvG. It would give the team and the Guild Lord plus his servents a full time 4,5 (not on reg. counting) reg.. Thats what Anet never would support. Yullive 20:06, 20 February 2010 (UTC)