ArenaNet:Skill feedback/Ritualist/Dissonance

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Dissonance Dissonance

Lancy's Issue -- -Active Rituals-

Issue
-Making it active
-Constant interruption for 20 seconds? I hope your not casting something in those 20 seconds...

Suggestion

15 Energy2 Activation time30 Recharge time - (Communing) - Binding Ritual. "Create a level 1...8...10 Spirit. This spirit does 1...8...10 damage and anyone struck by its attacks who are not attacking are interrupted. Dissonance dies after 6 seconds." For every 3 ranks in Spawning Power, Dissonance lasts 2 seconds longer.--Lancy1214 23:12, 23 September 2008 (UTC)

Cornflakeboy's suggestion

Issue
-Potentially Overpowered
-EAR stats makes it underpowered
Suggestion

Change functionality to keep decent EAR stats while being balanced.

10 Energy3 Activation time30 Recharge time Binding Ritual. Creates a level 1...7...8 spirit (10...18...20 seconds lifespan). Its attacks deal 5...17...20 damage and cause daze condition for 2...4...5 seconds. Daze is a strong condition against caster but as spirit's attacks are random and duration not that long I don't find it OP. Spirit level is reduced according to another suggestion made on my page.Cornflakeboy 13:00, 31 March 2009 (UTC)

Tounaku's Issue

Issue
See above complaint
Suggestion
I suggest a functionality change rather than a buff or nerf simply to give Ritualists a new angle from which to operate.

Dissonance (PVP) 15 Energy3 Activation time35 Recharge time Binding Ritual. Create a level 1...6...7 spirit that dies after 5...17...20 seconds. All spells activated by enemies within range of this spirit fail. Whenever an enemy spell fails due to this ability, this spirit takes 60 damage.


This new functionality still packs a disruptive punch but not one that can be easily abused. This version of Dissonance allows for almost a "time-out" function without being overpowered due to its rather low level cap and the amount of damage that it takes when preventing spells from being cast. With this set-up, the maximum amount of spells it could prevent would be 4, after which it would die. For a player that is using the Ritualist as a secondary profession, the spell cap is set at 2.
Other balancing factors include the fact that it the spirit does not last longer than its recharge. This means that one cannot easily set it up long before a battle starts and simply camp an area of high value. Its rather high energy cost also prevents Ritualists (those who can get the most out of this spell) from using something like Soul Twisting in order to try to spam it.

-- Tounaku