ArenaNet talk:Skill feedback/Ritualist/Renewing Surge

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It's not fun? Thats the reason to imbalance it? User Yullive Consume Soul.png Yullive 00:33, 2 January 2009 (UTC)

Eh I was just trying to do something different with it. Impaled 00:50, 2 January 2009 (UTC)
Well, to sum up: For 5Energy 1Activation time, you want to deal 55 lightning damage, heal you and 2 allies for 20Hp and they also should gain 2Energy, every 10 sec. Dealing 55 lightning damage, healing 60Hp and gaining 6Energy is a bit to hard I think. This sounds more like an elite. What about following suggestion?
Spell.  

10 Energy1 Activation time10 Recharge time Deals 10...46...55 lightning damage. You and 2 nearby allies have +3 Energy regeneration (0...3...4 seconds)
if you are holding an item.

User Yullive Consume Soul.png Yullive 11:59, 2 January 2009 (UTC)
Sure, that sounds good :P Impaled 18:25, 2 January 2009 (UTC)
/headdesk We don't need to encouraging more gimmicky ritualist play, which is what that would be. --Jette 18:37, 2 January 2009 (UTC)
What's the profession of the Ritualist in your eyes?User Yullive Consume Soul.png Yullive 21:18, 4 January 2009 (UTC)
Inherently unbalanced. Immobile spirits promote defensive play, which promotes "locked" matches where one team absolutely can't overcome the other's defense because defense is all they have, except for one or two bullshit spike skills which still allow them to kill the other team's players and, therefore, win. It's the same problem with wards, wells, and other similar effects. Weapon spells allow for a completely unstrippable defense, which combined with the fact that weapon spells' effects are almost always overpowered, makes this defense-oriented gameplay even worse. A skill that does 55 damage, heals, and grants energy to nearby allies promotes gimmicky spike play, because you can bet the rits will all take it, ball up, cast it one target and watch the monk have to waste an Infuse while they all get energy back. It's why Channeling has been hit so hard by nerfs. Granted, 58 damage*8 is only 464 damage -- not enough to kill a target on its own -- but it'll force the monk to infuse, or their next cast will kill the target. And it is enough to kill a high-DP or already wounded target. --Jette 00:43, 5 January 2009 (UTC)
Well, I know teams which doesn't have infuse-monks.^^ 55 damage are kinda spike? Well I think you didn't understand why the Rit.-spikes were that succesfull. An Elementalist has a lot of spells, dealing far more than 55 damage. And an Elementalist also is able to spamm spells that deal 55 damage. --User Yullive Consume Soul.png Yullive 18:18, 19 January 2009 (UTC)

Kigamo's suggestion...

...is epic fail. Don't add more ranged unconditional deep wound to help lame spike builds. --unregistrated user (IP:71.174.20.116), 18:32, 22. Jan. 2009 (UTC)

I agree him abothe me. Even I want to add 2 criticsm: a) You are far away from making skills more interesting, by adding deep wound! b) The Ritualist never was able to inflict a deep wound. It doesn't fit to the character of a Ritualst. --User Yullive Consume Soul.png Yullive 19:30, 22 January 2009 (UTC)
You right. Sounds rly bad. Removed --Kigamo 17:19, 23 January 2009 (UTC)

falconeye suggestion

best suggestion of all, i was going to make about this exact same suggestion myself