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=Nature Rituals=

Nature Ritual ( seconds). Creates a level spirit. Whenever a creature is Knocked-down that creature takes Earth damage and suffers Bleeding condition ( seconds).

Nature Ritual ( seconds). Creates a level spirit. Physical damage creatures deal in converted into Fire damage. Ranged attacks inflict Burning condition ( second[s]).

Nature Ritual ( seconds). Creates a level spirit. Whenever a creature dies other creatures take Cold damage. Creatures of the same kind lose energy.

Nature Ritual ( seconds). Creates a level spirit. Skills creatures use cost less energy (Minimum ) but are disabled for + seconds.

Elite Nature Ritual ( seconds). Creates a level spirit. Whenever a creature uses a Skill that creature takes damage and loses  energy, if that skill causes Exhaustion the Exhaustion is doubled.

Elite Nature Ritual ( seconds). Creates a level spirit. Creatures have - energy degeneration. Whenever the energy of a creature reaches 0 that creature and creatures near that creature take damage.

Nature Ritual ( seconds). Creates a level spirit. Ranged attacks move twice as fast and deal + Piercing damage.

Nature Ritual ( seconds). Creates a level spirit. Creatures have + maximum health, have - damage reduction and gain health whenever they are healed.

Nature Ritual ( seconds). Creates a level spirit. Resurrection skills cannot be used.

Elite Nature Ritual ( seconds). Creates a level spirit. Damage creatures deal is converted into Fire damage. Creatures dealing Fire damage deal + more Fire damage and inflict Burning condition ( second[s]).

Elite Nature Ritual ( seconds). Creates a level spirit. Creatures gain 100% more Adrenaline and deal + damage with attacks. Attack skills recharge 25% faster.

Elite Nature Ritual ( seconds). Creates a level spirit. Whenever creatures take Slashing or Piercing damage they suffer Bleeding condition seconds. Bleeding creatures suffer -2 Health degeneration and take damage each second.

Nature Ritual ( seconds). Creates a level spirit. Creatures move and attack 10% slower and cannot move and attack faster than normal and charge adrenaline 50% slower.

Nature Ritual ( seconds). Creates a level spirit. Creatures activate Enchantments and Hexes % slower and consume twice as much energy to maintain Enchantments. Hexes last % longer and Enchantments end % faster on creatures.

Nature Ritual ( seconds). Creates a level spirit. Whenever a condition is applied on a creature all creatures near that creature suffer the same condition for the same duration. Conditions last % longer.

Nature Ritual ( seconds). Creates a level spirit. Creatures move and attack 10% faster and steal health with their attacks deal  less base damage.

Nature Ritual ( seconds). Creates a level spirit. Creatures using a Signet, Shout or Chant lose energy and that skill is disabled for + second[s].

Nature Ritual ( seconds). Creates a level spirit. Skills creatures use recharge % faster but cost more energy.

Elite Nature Ritual ( seconds). Creates a level spirit. Creatures have -1 Energy degeneration and lose energy whenever they attack or use a spell. Whenever a creature loses energy this way it take damage for each point of energy lost.

Nature Ritual ( seconds). Creates level spirit. Creatures lose energy whenever they use a Shout or a Chant. Shouts and Chants used by Creatures end % faster.

Nature Ritual ( seconds). Creates a level spirit. Creatures have + maximum health for each Enchantment on them and gain health whenever an Enchantment is cast on them.

Nature Ritual ( seconds). Creates a level spirit. Creatures suffering from Poison condition also suffer from Disease condition and have -2 health degeneration. Conditions last % longer.

Nature Ritual ( seconds). Creates a level spirit. Enchantments last % longer. Shouts and Chants last % longer. Hexes cast on creatures last % shorter. Creatures activating Enchantments, Shouts, Chants and Hexes lose energy.

Nature Ritual ( seconds). Creates a level spirit. Creatures deal + damage with attacks and have 10% Armor Penetration.

Nature Ritual ( seconds). Creates a level spirit. Elemental damage creatures deal is converted into Cold damage. Creatures dealing Cold damage deal + more Cold damage.

Summary
With the Nature Rituals iv'e tried to keep them similar in function providing global effects that either either buff your allies or debuff your foes with the drawbacks of debuffing your allies or buffing your foes or doing both at the same time depending on the buffs and debuffs received by the Nature Ritual. The effect they have still affects allies and foes alike with drawbacks for the users, and atm with the exception of the elite skills.

I also adjusted their activation time recharge and duration and now last longer than their recharge with a high enough attribute investment. I'm still thinking of a Elite Skill in the Expertise line (I'm thinking of Archer's Signet) to make casting them easier without taking this suggestion into account.