Feedback talk:User/Damysticreaper/Nature Rituals

I like the idea of making Spirits maintainable, and I like the idea of making them stronger, but most of these are grossly overpowered. Also, I'm not sure I like the idea of spirits not affecting everyone in range the same way. These are environmental effects, not Ritualist controlled spirits. How would the game decide which spirit stays up, if one ranger from each team casts the same spirit? Will they work like Rit spirits, and have one for each team? FleshAndFaith 16:42, 27 September 2010 (UTC)
 * I know they are quite powerful indeed that i already guessed, if anyone has a good idea to balance them out further i'd love to hear it. About their range of effects and copies of them.Like Binding Rituals Nature Rituals can have a copy on both sides without one destroying the other. But because they both have identical effects and affect everyone you just don't notice the difference. So when 2 teams or 2 different groups take a copy and both use it both spirits will affect both teams but like spirits only one copy can be present Like Binding Ritual however they are always passive not active. Also like all of my other suggestions so far this one has it's main focus on PvE only not PvP. Besides i don't think anet would even dare put such skills in PvP because if used properly Nature Rituals are already quite powerful if used correctly in PvP. In PvE however where you are on the move all the time it is not the case. I first wanted to give them a activation and recharge change to make them more playable for PvE, but i ended up giving them a functionality change as well as a extra.Damysticreaper
 * Updated the skills with some counter effects to balance them a bit (Elites excluded for now).Damysticreaper

Equinox is obscenely powerful. Most mobs could only cast 2-3 spells before they are completely empty.  Koda   Kumi  14:01, 29 September 2010 (UTC)
 * It's the exhaustion right? I'll have it changed.Damysticreaper

You've defeated the object of a nature ritual. It is meant to provide a global effect producing either a positive effect on all creature or negative effect on all creatures. I agree with that they need shorter recharges but don't change how they are they are fine.--Wally01 13:32, 30 September 2010 (UTC)


 * Well at first i simply wanted to adjust their cost activation and recharge times but i ended up giving them all a functionality change as an extra. But i'll see if i can think up some new functionalities and maybe a tad less powerful that are global as effect.Damysticreaper
 * These are great grief tools at rank zero. –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 00:17, 2 October 2010 (UTC)
 * Ok i updated their effects to be global again.Damysticreaper