Aug 09, 2007, 09:00 PM // 21:00
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#1
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Lion's Arch Merchant
Join Date: Mar 2007
Guild: Order of the Immortal [Vamp]
Profession: Rt/
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ritualist skill changes...
a good thing or a bad thing? with the recent skills changes they have now added exhaustion to certain ritualist skills. I personally believe this isn't good, it leaves builds unbalanced and seriously ganks any real energy management that the ritualist had to begin with. I don't see how this is a good thing, but we'll see. Maybe I'll just get frustrated and stop using a rit as much...
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Aug 09, 2007, 09:03 PM // 21:03
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#2
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Jungle Guide
Join Date: Jan 2007
Location: Guild Hall
Profession: A/
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I say the skills are overpowered now. Look at Dissonance for instance. Can be kept up constantly and constantly interrupts. For 10 energy + a little exhaustion.
Edit: Removed Redundancy.
The exhaustion will most likely not even effect you if you only have one of these skills on your bar, which normally you couldn't afford to have two of them on your bar at once due to them using ALL of your energy, now you can use them and hardly feel it. Atleast that is how I see it. People can cry about the Wielder's Strike exhaustion, but come on, that is a lot of damage.
Last edited by Omniclasm; Aug 09, 2007 at 09:14 PM // 21:14..
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Aug 09, 2007, 09:09 PM // 21:09
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#3
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Desert Nomad
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Idk, to me setting spirits was never fun so I'm indifferent to it.
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Aug 09, 2007, 09:49 PM // 21:49
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#5
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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The amount of exhaustion additions is a bit too much IMO. Furthermore they did not return Blood Song to Communing and move AWL to channeling.
Splinter Weapon NERF made it undesirable by most PvE groups now. NOT unusable just undesirable.
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Aug 10, 2007, 12:35 AM // 00:35
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#6
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Frost Gate Guardian
Join Date: Aug 2005
Guild: OCAU
Profession: Mo/Me
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Splinter Weapon was incorrect. The duration got decreased to 20s, not the recharge increasing.
There was a typo and everyone assumed it was one thing when it is another.
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Aug 10, 2007, 12:52 AM // 00:52
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#7
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Wilds Pathfinder
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well this sucks...........................too many exhaustion skills now..
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Aug 10, 2007, 01:14 AM // 01:14
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#8
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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I dont really like it at all..... I mean the spirits were at 25 e each thats why no one ever used them, 25e for a spirit to go up and die in a few seconds from aoe...
I understand eles exhaustion, meteor shower makes sense, a 5e weapon spell doesnt at all.
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Aug 10, 2007, 01:25 AM // 01:25
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#9
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Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
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Yeah the exhaustion in my mind really only counters the fact that ele have energy storage as well... for ritualist it just seems silly... I mean we'll see how plays out I guess.. i wasn't really effected by it but suddenly i had exhaustion and was like "what the..??" but that's about it.
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Aug 10, 2007, 01:31 AM // 01:31
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#10
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Desert Nomad
Join Date: Nov 2006
Location: USA
Guild: The Black Parades [死人死]
Profession: Mo/
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Bye bye ritpsike *sniff sniff*
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Aug 10, 2007, 01:32 AM // 01:32
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#11
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Wilds Pathfinder
Join Date: Aug 2006
Location: California
Guild: Swords of Night & Day [SWRD]
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It’s like A-net knew that spirit spamming was one of the key figures to a Rit. Then after some careful deliberation (not really), they wanted to force people to play new ways with the Rit.
A-net Programmer 1: I hate to say it, but these spirit spammers are redundant in my opinion; even though they are easier to take out then minions. I say we nerf them to hell, just like we did to some other skills in the past.
A-net Programmer 2: What about the community and PvE’ers?
A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
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Aug 10, 2007, 01:34 AM // 01:34
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#12
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Frost Gate Guardian
Join Date: Aug 2006
Location: Minion Bombing in Elona
Guild: The Drunken Dragons [DRNK]
Profession: Rt/N
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Quote:
Originally Posted by sindex
It’s like A-net knew that spirit spamming was one of the key figures to a Rit. Then after some careful deliberation (not really), they wanted to force people to play new ways with the Rit.
A-net Programmer 1: I hate to say it, but these spirit spammers are redundant in my opinion; even though they are easier to take out then minions. I say we nerf them to hell, just like we did to some other skills in the past.
A-net Programmer 2: What about the community and PvE’ers?
A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
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Why can I picture this as a comic strip in a newspaper?
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Aug 10, 2007, 01:47 AM // 01:47
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#13
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Frost Gate Guardian
Join Date: Nov 2006
Profession: Rt/
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Exhaustion does not seem to be a very well thought out solution to the ritualist. Although I will with hold my final opinion until after I test things.
I would have preferred to see the spirits completely reworked with charges associated with them instead of health; spawning power would be adjusted to increases charges per attribute level. After all, it makes little sense to be able to physically attack something that is spiritual. Counter skills could be devised with the charge system that could cause damage (with a minimum damage amount to make the skills generically usable) while costing spirits their charges to increase the damage upon the target.
Perhaps something like this:
Spiritual Pain : Target foe and nearby foes takes 15...63 damage. For each spirit within earshot of the foe, each spirit loses 1 - 3 charges and foes take an additional 5 damage for each charge lost on each spirit.
The offensive spirits would have a certain amount of charges as well before they disappear. Charges would replace health and duration times for each spirit.
Spirits would become immune all types of damage except non elemental damage. A few more skills would have to be tweaked to remove charges from spirits in order to allow more balance. Perhaps even a ranger spirit could be tweaked to place limitations on charge amounts.
It is just a rather undeveloped idea some other posters have suggested.
At least some of the skills can be usable with the energy decreases.
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Aug 10, 2007, 02:35 AM // 02:35
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#14
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Frost Gate Guardian
Join Date: Jul 2005
Location: Florida
Guild: Talk Less More [Sekz]
Profession: Rt/E
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Quote:
Originally Posted by sindex
A-net Programmer 1: Well EotN is coming out soon, so this will force those PvE’ers to buy the game. So they can have the new PvE skills as a fix. Second the true GW community will shun all those appose to the idea, and root out the true non-believers. I mean it’s a win-win situation if you ask me.
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As humorous as that sounds, I wouldn't doubt that they had such conversations.
So back on track: Does that Izzy fellow still do the skill balances?
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Aug 10, 2007, 02:42 AM // 02:42
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#15
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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Quote:
Originally Posted by seraphite86
So back on track: Does that Izzy fellow still do the skill balances?
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Who else could have created this?
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Aug 10, 2007, 02:54 AM // 02:54
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#16
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Ascalonian Squire
Join Date: Jun 2007
Profession: Rt/R
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Glyphs Don'y Work
This exchaustion is rediculas for PvE I even looked at the Glyphs they will not work they only work on spells and spirits are Binding Rituals so there are really no skills that can help with this energy loss casue of the exchaustion great job anet het why dont you just make the weapon spells have exchaustion then at least the glyphs would work.
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Aug 10, 2007, 03:03 AM // 03:03
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#17
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Frost Gate Guardian
Join Date: Jul 2005
Location: Florida
Guild: Talk Less More [Sekz]
Profession: Rt/E
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Quote:
Originally Posted by TGgold
Who else could have created this?
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Exactly. Who else could make such poor decisions?
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Aug 10, 2007, 03:23 AM // 03:23
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#18
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Wilds Pathfinder
Join Date: Sep 2006
Location: Arizona
Guild: My Blue Storage
Profession: N/
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I play Rit in PVE which I usually have Wanderlust and Dissonance equipt, but for both to have Exhaust, when I read the update notes.
WTF?
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Aug 10, 2007, 03:32 AM // 03:32
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#19
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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So many people bash Izzy, because they have no understanding of PvP. These changes are because of PvP. That is what Izzy bases his changes on. PvP. Not PvE. There are a few instances of PvE changes, but the majority arent.
If changes were left up to you guys, we would see Protective Bond back in the game, and monsters not running from AOE.
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Aug 10, 2007, 03:34 AM // 03:34
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#20
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Krytan Explorer
Join Date: Jul 2006
Location: Orlando, FL
Profession: Rt/
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I don't think Elite Spirits should have Exhaust slapped on them. However, I do appreciate Anet trying to make Rits think more creatively.
I say that for every 4 points in Spawning Power, one additional energy from exhaust is recovered per tick. This achieves what Anet is trying to do while making it not-so-ridiculous on Rits who have smaller mana pools than eles.
Exhaustion reduces the character's maximum energy. When exhaustion occurs, the caster loses 10 maximum energy. Maximum energy is recovered at a rate of 1 point of energy every 3 seconds as default. I propose this:
Spawning Power <4: 1 point of maximum energy every 3 seconds
Spawning Power 4-7: 2 points of maximum energy every 3 seconds
Spawning Power 8-11: 3 points of maximum energy every 3 seconds
Spawning Power 12-15: 4 points of maximum energy every 3 seconds
Spawning Power 16+: 5 points of maximum energy every 3 seconds
I think everyone wins with that scenario.
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