Feedback talk:User/Mora/Ranger Skills
Some of those don't go with the icon or skill name. Current Symbiosis/Tranquility screws with Ether Renewal. :3 Cuilan 04:47, 19 October 2010 (UTC)
- Which one's don't match? Roaring might be difficult to match, but currently it's useless so I thought it should be changed along with the other Wind skills. --Mora 05:02, 19 October 2010 (UTC)
- Famine and maybe Infuriating Heat with their names. Cuilan 17:15, 19 October 2010 (UTC)
Hmn I don't like the change much, the rituals are way better as they are now... they need a buff not a nerf :/ --Kali Shin Shivara 01:27, 27 October 2010 (UTC)
- A lot of these proposals would certainly break the game. Furthermore, I don't think traps need a function change to something like you've suggested. It kind of defeats the purpose of them being traps that enemies run over and trigger. However, I do like some ideas in there; Trapper's Focus sounds pretty cool. Tounaku 05:15, 22 November 2010 (UTC)
- Which ones would break the game? And the traps where an idea to make them active and have purpose outside of making an entire team work completely different just because you brought them. --Mora 05:18, 22 November 2010 (UTC)
- I'm not really sure why you feel the need to nerf traps so harshly. If anything, your suggestion would make an entire team work completely different just because you've brought them, if anyone would ever bring traps again. Traps are fine the way they are, they actually add strategy to the game when you bring them and your team knows how to work them. The way traps are now, you just need to act differently with trappers, your suggestion would require a whole team built around the trapper who will be doing next to nothing with his traps anyway. Nature Rituals do really need a change, most of them take five seconds to cast for a fairly useless effect, so I'm glad you're trying to make them interesting. –~=Ϛρѧякγ (τѧιк) ←♥– 01:17, 3 January 2011 (UTC)
- I like the idea behind the new Dodge. It's not a mindless block stance that will just catch a nerf the minute it enters a monk's bar. Also, it looks promising against Assassins ;). As for everything else, well, I can't really say. It would be interesting to see some of them, but I think the numbers have to be adjusted a bit. I'm just not quite sure which way I'd like to see them move. FleshAndFaith 00:08, 22 January 2011 (UTC)
- I'm not really sure why you feel the need to nerf traps so harshly. If anything, your suggestion would make an entire team work completely different just because you've brought them, if anyone would ever bring traps again. Traps are fine the way they are, they actually add strategy to the game when you bring them and your team knows how to work them. The way traps are now, you just need to act differently with trappers, your suggestion would require a whole team built around the trapper who will be doing next to nothing with his traps anyway. Nature Rituals do really need a change, most of them take five seconds to cast for a fairly useless effect, so I'm glad you're trying to make them interesting. –~=Ϛρѧякγ (τѧιк) ←♥– 01:17, 3 January 2011 (UTC)
- Which ones would break the game? And the traps where an idea to make them active and have purpose outside of making an entire team work completely different just because you brought them. --Mora 05:18, 22 November 2010 (UTC)
I've read most suggestions and there are a couple I really like. Dodge for instance is an interesting one though a faster recharge might be better than an instant one because otherwise this skill could kill any melee spike on a ranger by him just spamming dodge (in PvP). The change to preparations to affect a specific number of arrows is nice and intuitive. A small gameplay change in the "Preparation" icon on your status bar to display in the bottom right corner the number of remaining "prepared arrows" along with the suggested change sound great though the specific number of arrows could use some testing to balance. However, it seems a lot of changes are simply unnecessary. For instance: Frozen Soil. Just because the name of the skill has the word "frozen" doesn't mean it should directly relate to cold damage. In fact, the name and effect are actually linked very well. Since life (mostly?) doesn't grow out of a frozen soil, it is thematic that dead characters can't be brought back to life under the effect of this nature ritual. Also, you've changed the "skill type" of many skills like making RtW a stance for some reason and so on which I simply don't understand as these skills are fine. SylvXIII 16:46, 6 September 2011 (UTC)