Aug 12, 2008, 07:17 PM // 19:17
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#21
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Banned
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/signed Spawning power is the worst primary in the game....totally worthless!
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Aug 12, 2008, 07:23 PM // 19:23
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#22
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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/signed, spawning needs a buff even if communing is now the bastard child of attributes with Anet, taking elites away from it.
And while we're on the subject, let's reduce the energy cost/recharge on this fella' here ---> [shelter]
k? Great!
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Aug 12, 2008, 07:25 PM // 19:25
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#23
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Quote:
Originally Posted by upier
Ohh and change spirits so that you can have multiple version of one spirit present on the battlefield at any given time (PvE ONLY once again!).
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Since Ritualist monsters re-create spirits on recharge, I could see this getting way out of hand. Maybe if only players could use it?
Quote:
Originally Posted by Crom the Pale
I like the idea of gaining +1 energy for each 3 points in spawning power when you drop an item. The problem with that is it could be abused in some instances where there are items that require a player to cary it, crystals in the Elona Reach mission for example or Flags in PvP.
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It would be feasible to only allow this on item spells since they already have an inherent difference from bundles: movement speed.
Quote:
Originally Posted by tmakinen
Oo ... that would be major imba. Pop a Bloodsong, Sin Promise, repeat until anything in the vicinity gets instagibbed by 20+ Bloodsongs hitting simultaneously.
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But of course. AP is upier's best friend.
Last edited by -Makai-; Aug 12, 2008 at 07:55 PM // 19:55..
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Aug 12, 2008, 07:42 PM // 19:42
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#24
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Sante_Kelm
Since Ritualist monsters re-create spirits on recharge, I could see this getting way out of hand. Maybe if only players could use it?
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Spirits still have insanely long recharges unless you use a skill to modify that.
I don't remember many foes that would be running around with RL or AP as their secondary.
The only guys that might be pose a problem are the Char baddies which cast Anguish in GWEN. But then again - spirits still are static, still have the stupid AI, low HP and low armour.
It might make the game a bit more challenging then it is now - but considering the easy-fest we are playing now - that wouldn't be that much of an issue.
I don't see it being worthy of much consideration in a game where PvE foes have static skillbars.
(Besides for that X numbers of areas where the spirits MIGHT get out of hand (foe the not-so-skilled players)- one can always use the newly buffed Consume Soul. )
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Aug 12, 2008, 07:50 PM // 19:50
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#25
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Quote:
Originally Posted by upier
Spirits still have insanely long recharges unless you use a skill to modify that.
I don't remember many foes that would be running around with RL or AP as their secondary.
The only guys that might be pose a problem are the Char baddies which cast Anguish in GWEN. But then again - spirits still are static, still have the stupid AI, low HP and low armour.
It might make the game a bit more challenging then it is now - but considering the easy-fest we are playing now - that wouldn't be that much of an issue.
I don't see it being worthy of much consideration in a game where PvE foes have static skillbars.
(Besides for that X numbers of areas where the spirits MIGHT get out of hand (foe the not-so-skilled players)- one can always use the newly buffed Consume Soul. )
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I understand that long recharge times would have an effect on monsters, but a lot of Ritualists cast their spirits well before you encounter them. Spirits that have duration based upon attribute level might cause a problem, especially in HM.
Oh, and I'm almost positive Consume Soul was changed to counter the awesomely overpowered Order of Undeath. A little Ritualist justice with all those N/Rts floating around. I tip my tinfoil hat to you.
Last edited by -Makai-; Aug 12, 2008 at 07:54 PM // 19:54..
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Aug 13, 2008, 12:27 PM // 12:27
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#26
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Academy Page
Join Date: Nov 2006
Location: Russia, Moscow
Guild: Greener Pastures [DVDF]
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Imo a lot of ideas here will be very overpowering for Rits. Rits are fine in PvP (and Anet dont want to break that fragile balance).
But they need some long lasting bonuses in PvE, where you much heavily using skills and spells.
Imo following good ideas for carefully balancing:
1. Add some mana or more defence (not +10 insignia, but at least +20, we loosing shield with urn) while holding an item (depending on spawning power attribute or nor)
2. Small mana gaining while create or drop urn - will help using offensive urns like "Cruel was" and "Grasping was"
3. Rebalance spirits that they benefit more (or suffer less damage) from primary attribute.
4. Add bonuses for "casting weapon spell while holding an item", e.x. - gain 1 mana for each 8 points in SP - this will fit ritualist role very well but this can add a lot of misusing.
5. Maybe add soul reaping effect for spirits dying, because Rits close to Necros by their nature.
6. And add a Hex for spirit attacks targeting =))) so we can focus spirit fire on some dangerous enemy, not on random pets running around
Personally I dont like idea with multiple spirits, and rethought an idea about ranger gimmic with SP=expertise, that reduction should affect only Spirits\Item Spells, but no more:
imagine what you can do on 16 sp with "Attuned was" 53% reduction an ~50% from attribute benefit if it will affect all spells... Quite all free skills, and Eles will woe about "attuned rits are better nukers". Dont forget the "meta" that cost reduction have inner benefit to e-regeneration (you will regenerate spell energy cost faster with reduction, because your 10e will be 5e with cost reduction).
PS: Hope Anet reading our suggestions, and we dont spend our time uselessly. We can make a petition =) if anyone write it in good official english =)
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Aug 13, 2008, 01:55 PM // 13:55
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#27
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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/signed for whatever stuff they suggest here. I read all of them and they sound pretty good. I love my rit and you guys love urs so LETS SUPER SAIYAN DAT SPAWNING POWERX!!111!
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Aug 13, 2008, 04:09 PM // 16:09
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#28
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Krytan Explorer
Join Date: Nov 2006
Profession: Rt/
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i'd like to see a buff on spawning power and spirits also. i play a rit flagger in gvg, and i can take down an enemy recuperation spirit with caretaker + channeled strike. what a waste of 25e on the enemy rit's part. defensive spirits (ie. ones that don't attack) should not be so pathetically easy to kill. a level 8 recup w/ 3 spawning power only has 179 health ffs. that's a 25e 45 sec recharge spirit. there is no reason to even bother speccing into spawning power - let's say you are insane and spec 9 into spawning power, recup now has a whopping 218 health. woohoo? you can still sneeze at it to kill it.
spirits are in desperate need of a health and armor buff, and having a good reason to spec a bit into spawning power would be nice. i'd like to see spawning power act a bit like leadership or soul reaping - scaled energy gain upon spirit death and maybe even pot dropping. item spells could use some love too - there are so few item spells worth sacrificing your weapon bonuses for.
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Aug 13, 2008, 04:41 PM // 16:41
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#29
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Forge Runner
Join Date: Dec 2007
Profession: E/
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/signed for buff on Spawning power
playing ritu is fun but the spawning power attribute is just not of use in alot of builds
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Aug 13, 2008, 08:41 PM // 20:41
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#30
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Wilds Pathfinder
Join Date: Oct 2006
Location: WTFPRIVACYDUDE
Guild: Endangered Feces [DoDo]
Profession: W/Mo
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Quote:
Originally Posted by MithranArkanere
Something like: For each point in Spawning power you have, your AoE skills have 5% more range.
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HELL YEAH. GOGO SPLINTER WEAPON AND SPIRIT RIFTS AND ZEALOTS FIRE. YEYE 16 SPAWNING POWER 15 CHANNELING RITS FTWWWWWWW.
Quote:
Originally Posted by centur
Imo a lot of ideas here will be very overpowering for Rits. Rits are fine in PvP (and Anet dont want to break that fragile balance).
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Lolwut balance?
Quote:
Originally Posted by centur
1. Add some mana or more defence (not +10 insignia, but at least +20, we loosing shield with urn) while holding an item (depending on spawning power attribute or nor)
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There's no reason to hold any ashes for a long time unless its kaolei or you're bd. So really that insignia is just stupid.
Quote:
Originally Posted by centur
2. Small mana gaining while create or drop urn - will help using offensive urns like "Cruel was" and "Grasping was"
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Sureeeee.
Quote:
Originally Posted by centur
3. Rebalance spirits that they benefit more (or suffer less damage) from primary attribute.
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put the spirits in a better place really
Quote:
Originally Posted by centur
4. Add bonuses for "casting weapon spell while holding an item", e.x. - gain 1 mana for each 8 points in SP - this will fit ritualist role very well but this can add a lot of misusing.
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Why? The only useful spells I can think of are splinter weapon and weapon warding. Which are quite managable already.
Quote:
Originally Posted by centur
5. Maybe add soul reaping effect for spirits dying, because Rits close to Necros by their nature.
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This would be good since a lot of people in this forum seem to put their spirits in their frontline.
Quote:
Originally Posted by centur
6. And add a Hex for spirit attacks targeting =))) so we can focus spirit fire on some dangerous enemy, not on random pets running around
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Lolwut dangerous enemy? SPIRIT SPIKE!!!11!!!!!! do this for minions too please.
Quote:
Originally Posted by rohara
i'd like to see a buff on spawning power and spirits also. i play a rit flagger in gvg, and i can take down an enemy recuperation spirit with caretaker + channeled strike. what a waste of 25e on the enemy rit's part. defensive spirits (ie. ones that don't attack) should not be so pathetically easy to kill. a level 8 recup w/ 3 spawning power only has 179 health ffs. that's a 25e 45 sec recharge spirit. there is no reason to even bother speccing into spawning power - let's say you are insane and spec 9 into spawning power, recup now has a whopping 218 health. woohoo? you can still sneeze at it to kill it.
spirits are in desperate need of a health and armor buff, and having a good reason to spec a bit into spawning power would be nice. i'd like to see spawning power act a bit like leadership or soul reaping - scaled energy gain upon spirit death and maybe even pot dropping. item spells could use some love too - there are so few item spells worth sacrificing your weapon bonuses for.
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Well actually, if you wouldn't fail you would have your team between recup and the enemy.
Last edited by newbie_of_doom; Aug 13, 2008 at 08:53 PM // 20:53..
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Aug 13, 2008, 09:05 PM // 21:05
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#31
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Wilds Pathfinder
Join Date: Mar 2007
Location: 02/18/05 (Pm me with the place, its a riddle)
Profession: A/
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Needs a quick fix.........So does fast-casting and strength.
XD
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Aug 14, 2008, 02:14 AM // 02:14
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#32
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Strength is fine - nowadays, most Warrior builds spec decent amounts of Strength because the skills tied to Strength are good enough to justify it. The passive effect, however weak, is just an added bonus.
Fast Casting is at least better than Spawning Power - few Mesmer builds don't benefit at least a little from Fast Casting, while it's possible - and, in the current meta, common - for SP to be completely irrelevant to a Rit build.
A suggestion I've made elsewhere is for Spawning Power to provide some sort of augmentation to every type of Ritualist skill - and tone down the basic levels of the skills so that an 11/11/10 split is roughly equivalent in strength to a 12/12 split now (after runes and other considerations).This would also have the benefit of applying the nerfbat to Ritualist secondaries, many of which are seen as being overpowered.
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Aug 14, 2008, 06:30 AM // 06:30
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#33
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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I really really like the "spell expertise" plan. Right now, being a rit primary is fail. There is no reason to, except for the sex armor.
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Aug 14, 2008, 06:30 AM // 06:30
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#34
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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I really really like the "spell expertise" plan. Right now, being a rit primary is fail. There is no reason to, except for the sex armor.
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Aug 14, 2008, 10:01 PM // 22:01
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#35
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: Frontline Legion
Profession: Me/
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/signed
Spawning (and communing) is in dire need of buffing.
How about this: "Whenever you cast or drop an item spell you have an X% chance of summoning a spirit of _____ per rank of Spawning power" where ____ is the spirit of whoever's ashes you're holding and works like Pain.
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Aug 14, 2008, 11:22 PM // 23:22
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#36
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by smilingscar
/signed
Spawning (and communing) is in dire need of buffing.
How about this: "Whenever you cast or drop an item spell you have an X% chance of summoning a spirit of _____ per rank of Spawning power" where ____ is the spirit of whoever's ashes you're holding and works like Pain.
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Random chances in a game supposed to promote skill are bad.
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Aug 15, 2008, 12:07 AM // 00:07
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#37
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Woooooot Lay My 5 Awesome 25 Energy Spirits And Shadow Step Them To Enemies In Pve Oh Noes An Aoe, all spirits dead instantly -_-, now my energy is 0 and i have to wait 30 seconds to do anything besides wand
Big freakin /signed
I like the soul reaping idea, or at least give some better insignias for when casting rituals/holding items, perhaps you have +1...10 energy while holding an item, since you lost any weapon bonuses while holding
Last edited by IronSheik; Aug 15, 2008 at 12:16 AM // 00:16..
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Aug 15, 2008, 01:40 AM // 01:40
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#38
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: Frontline Legion
Profession: Me/
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Quote:
Originally Posted by Zahr Dalsk
Random chances in a game supposed to promote skill are bad.
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Because the game is not full of random chance mechanics already? I see this as being comparable to getting a critical hit. I pictured the scaling going up to about 50%, so that at 12 spawning you would have a very good chance to get a spirit, if not on the casting then on the drop.
But maybe you're right. How about the spirit is guaranteed upon dropping (with chance of failure at 4 SP or below) and the level scales with spawning? I'd like this even if the spirit didn't do anything except sit there and look pretty while I used it to trigger spell effects.
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Aug 15, 2008, 02:49 AM // 02:49
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#39
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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IMHO both spawning and communing need looking at.
When the many of the popular ritualist builds both forms of the game barely touch these attributes it should be screaming something to the devs.
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Aug 15, 2008, 10:25 AM // 10:25
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#40
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Academy Page
Join Date: Aug 2006
Location: mass
Profession: Rt/
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/signed for spawning power buff. it could use one.
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