ArenaNet:Skill feedback/Ritualist/Spirit Rift

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Spirit Rift Spirit Rift

William Wallace Issue -- 01:41, 7 May 2008 (UTC)

Discussion

Issue
A two second casting time and having to wait an additional three seconds for it to activate is way to long and is overshadowed by meteor. Also this skill has an excessive amount of animation so players can easily see when this spell is coming towards them and side step out of the way.
Suggestion
Decrease the casting time to one second because your going to have to wait three seconds for it to do any damage and even then it has no armor penetration so it does very low damage against targets with an armor rating over sixty. OR Reduce the amount of visuals for this skills so players will not easily notice this spell coming towards them. Ritualist have a very low power supply and one constantly spamming this skill will run out of power very fast.

Frvwfr2's Issue -- 14:06, 3 June 2008 (UTC)

Issue
Above
Suggestion
Change cost to 5

Lann's Issue -- 12 June, 2008

Issue

Casting

Suggestion

Reduce casting time, damage

What a joke of a skill.

Issues
Slow cast, 10 energy cost, only "adjacent" AoE, plus it gives the opposition a heads-up warning. I can move out of the AoE of this even when snared by 2/3.
Suggestions(any combination of the following)
  • Reduce cast to 1/4 second.
  • Reduce energy to 5.
  • Increase damage.
  • Increase AoE.

145's Issue -- 12 June, 2008

Issue

This skill needs some reason to be worth the effort. Since it's easy to avoid, it only punishes people who don't pay attenion.

Suggestion
  • Reduce casting time to 1 second.
  • Add X seconds of burning.
  • Make the range in the area.

All those changes combined would make it a decent risk-vs-reward skill, now, it's just not worth the risk.

Impaled's issue

Issue
Fun to use, but the long activation time only really works in casual pvp.
Suggestion

10 Energy2 Activation time8 Recharge time Spell. Affects foes adjacent to target foe's initial location. Deals 15...63...75 lightning damage and causes Cracked Armor (1...12...15 seconds) after 2 seconds. Initial effect: deals 10...50...60 lightning damage to target and adjacent foes.

This would add a bit of offensive utility to rits, beyond just damage-based pressure. Maybe CA would be too much, but it would be nice to have more options for applying it.

Kigamo's Issue

Issue

Above^

Suggestion

10 Energy2 Activation time5 Recharge time - (Channelling Magic) - Spell. Each second target foe and all nearby foes take 5...25...30 lightning damage for 5 seconds.

Like a targetable lava font

OR

10 Energy2 Activation time10 Recharge time - (Channelling Magic) - Spell. Each second target foe and all nearby foes take 5...31...37 lightning damage for 3 seconds. When Spirit Rift ends, foes in the area of effect are knocked down.

68.202.136.112 05:29, 27 August 2009 (UTC) issue

Issue
obviously weak because of the 3 sec delay
Suggestion

10 Energy1 Activation time5 Recharge time Create a rift at target foes location for 3 second adjecent foes take 5...21...25 damage, after 3 seconds nearby foes takes 15...63...75 damage

having too much damage at 1 time creates stupid spikes, this will do about the same treatment that ancestors rage got, not to mention abilities that directly reduce damage (ie shield of absorbtion) will severely weaken this as well, so my suggestion is both a buff and a nerf