Spawning power attr missed some impotant ritualist role

centur

centur

Academy Page

Join Date: Nov 2006

Russia, Moscow

Greener Pastures [DVDF]

I wonder why rits spawning power affects Spirits and Weapon spells, but not affecting Item spells? Actually i never saw any other primaries (except VwK farmers) used Item spells. And ritualists usually using it a lot.

I think it will be a good idea to add some benefits to Item spells from rit primary attribute ( it either raise usage of rit primariy chars imo, cause there is no reason except runes to play as Rt - noone specs to spawning, resto\chanelling only).

For example, each point of spawning power add 3(4)% to duration of item spell\shorten recharge time (values should be carefully considered not to overpower Rts).
And each 3 points - lower mana cost on 1 point. Or another idea - when item dropped - character gain 1 mana for each 3(2) points in SP.

This buff will add some benefits to rits primaries on short duration item spells, also it will help a little with rits energy management, which actually far from any balanced state imo.

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

I agree that Spawning Power needs to be looked at, though I don't think anyone knows how it can be done with pure balance in mind.

It's sad how such a versatile profession's primary is limited to merely two of its aspects.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Many items have area effects when dropped.

I would give Ritualists a more versatile feature for their primary:
- Range increase: The more power you have when Spawning, the farther you can spawn.

Something like: For each point in Spawning power you have, your AoE skills have 5% more range.

So, if 'adjacent' ist's more or less 1meter around the center of the location, having 12 Spawning power would make adjacent skills hit enemies that are halways between nearby and adjacent, but not nearby.

TheodenKing

TheodenKing

Jungle Guide

Join Date: Jun 2008

DoA

Dark Order of Retarded Knights (doRk)

N/Me

Quote:
Originally Posted by MithranArkanere
Many items have area effects when dropped.

I would give Ritualists a more versatile feature for their primary:
- Range increase: The more power you have when Spawning, the farther you can spawn.

Something like: For each point in Spawning power you have, your AoE skills have 5% more range.

So, if 'adjacent' ist's more or less 1meter around the center of the location, having 12 Spawning power would make adjacent skills hit enemies that are halways between nearby and adjacent, but not nearby.
That would be an utter and complete nightmare to create within the game engine.

I Is Special

I Is Special

Wilds Pathfinder

Join Date: Nov 2006

NJ

To Gain Extra Mobility We Play [NUDE]

W/

/signed for some kind of minor boost to SP.

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

I think item spells in general need to be changed.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

i think item spells need to be a little over powered reason; because you cant "attack" wile holding one yes there are the few spike builds but other then that i think they need a buff.

centur

centur

Academy Page

Join Date: Nov 2006

Russia, Moscow

Greener Pastures [DVDF]

Quote:
Originally Posted by Kain Fz
I think item spells in general need to be changed.
Imo item spells are fine in current state, except they need some buff for primary profession users. Its correct that you dont have any benefits from weapons you have. Usually its problem with energy - you cant have high energy set and with duration you have nothing to do with it duration and should use secondary profession skills to maintain your primary role continuously.
Imo if item spells was introduced in factions, with Rits, so Rits must reap most benefits from it, and at current state - quite all have benefits and few other professions have even more benefits than rits ( e.x. VwK warrior - much safer than Rit)

G E A R S

Academy Page

Join Date: Mar 2007

E/Mo

/signed


i agree 100% and considering almost all rit skills require either a weapon spell, spirit, or item spell i think that item
giving a primary class boost would help

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

After reading comments from other Guru posters and speaking to a few Ritualists in Kaineng Center this morning, I've arranged a general consensus of Spawning Power ideas:

Relative to Spirits:

1) Could have a further impact on Spirit level (armor and crit hit calculations).
2) Could further increase Spirit health.
3) Could give energy after creating a Spirit.
4) Could affect casting/recharge time.

Points 1 and 2 seem to be the most common. Receiving energy after creating a Spirit would be hard to balance since Spirits have a very large array of costs, from Bloodsong to Recuperation. 4 would be greatly appreciated and would give primary Ritualists a clear advantage over /Rt.

Relative to Item Spells:

1) Increase "holding" duration.
2) Increase "dropping" effect.
3) Receive energy after creating an item.
4) Increase max energy while holding an item.

Because some item spells have no holding effect (and vice-versa), points 1 and 2 would probably have to be combined to give an effect across the board. Unlike rituals, item spells have a fairly even energy cost spread (5-15), so receiving a static value would be easier to balance. Suggestion 4 is my favorite, because it gives the Ritualist less incentive to drop his urn at a crucial moment.

Relative to Weapon Spells:

Personally, I feel like weapon spells are fine the way they are. But here are a couple suggestions I've found:

1) Receive energy after casting an weapon spell.
2) Receive energy after a weapon spell ends.

Point 1 would be much more feasible than the 2nd, both in concept (spawning meaning creating) and balance. Weapon of Remedy and the new Xinrae's Weapon could easily be abused. Most of the more useful weapon spells don't cost very much, anyways.

Zahr Dalsk just posted an interesting idea in my Summoner's Insigna thread:

Quote:
Originally Posted by Zahr Dalsk
I'd rather see Spawning Power altered to either give an energy gain whenever a spell is used, or reduce spell cost (like Expertise, but for spells), or give a pip of energy regen at certain intervals.
What if Spawning Power gave an extra x pip(s) of energy regen while creating spirits?

I think it's safe to say that Spawning Power may be the worst primary in Guild Wars. Even Fast Casting has useful applications in PvP. That being said, I'm wondering if Spawing Power skills would be widely used even if the inherent bonus was augmented.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Sante_Kelm
What if Spawning Power gave an extra x pip(s) of energy regen while creating spirits?
You need to remember how bad PvPers consider spirits to be.

Personally I'd just love to see all the spawning changes (I don't even care if we lose the increased weapon spells duration) and spirit nerfs reverted for PvE.
Ohh and change spirits so that you can have multiple version of one spirit present on the battlefield at any given time (PvE ONLY once again!).

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Some ideas:

For every 4 points in Spawning Power, you gain +1 energy regeneration.
So combined with natural regen and armour regen,
at 0 SP, 4 energy regen
at 4 SP, 5 energy regen
at 8 SP, 6 energy regen
at 12 SP, 7 energy regen

alternately,

For every 3 points in Spawning Power, Spells and Binding Rituals cost -1 energy.

So energy cost reduction at 3 SP is 1, at 12 SP is 4, at 15 SP is 5, etc.
At 14 SP and 4 energy reduction, 5e spells cost 1e, 10e spells cost 6e, 15e spells cost 11e, etc.

And one I particularly like:

For each rank of Spawning Power, the Energy cost of all of your spells, Rituals, Ritualist skills are decreased by 4%.

Like a spell version of Expertise.

At 13 Spawning Power you would get 52% energy cost reduction, same as a ranger would get for skills with Expertise.

So you'd be able to do a lot of interesting things, such as running normally high-energy skills at low energy cost, perhaps running a Monk prot build with very low energy costs. Similarly to how a Necromancer can use our Restoration magic effectively, and a Ranger and Assassin can use other professions' weapons effectively, Ritualists would be able to mimic other spellcasters - obviously without that profession's runes, but at reduced energy cost.

And for PvE, I'd enjoy seeing mobile, durable, long-lasting, effective spirits.

Ah, if only I had a localized version of Gw that I could mod to test these things...

tmakinen

tmakinen

Desert Nomad

Join Date: Nov 2005

www.mybearfriend.net

Servants of Fortuna [SoF]

E/

Very good suggestions all around, /signed for rebalancing Spawning Power.

Quote:
Originally Posted by upier
change spirits so that you can have multiple version of one spirit present on the battlefield at any given time (PvE ONLY once again!).
Oo ... that would be major imba. Pop a Bloodsong, Sin Promise, repeat until anything in the vicinity gets instagibbed by 20+ Bloodsongs hitting simultaneously.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

I like a lot of suggestions being made here and most are very reasonable (except the multiple spirits). The spell-expertise idea sounds good to me. This thread should be read by the people involved in skill changes.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by tmakinen
Oo ... that would be major imba. Pop a Bloodsong, Sin Promise, repeat until anything in the vicinity gets instagibbed by 20+ Bloodsongs hitting simultaneously.
You mean like minions?
Plus there is the moronic spirit AI, there is the fact that minions actually serve as a wall and prevent massive amounts of damage AND on top of that - spirits damage is easily boosted by Painful Bond - where as the damage of minions can be boosted by MoP/Barbs - which both trigger not only on minion damage but ALSO on ALL physical.

As long as you can only have 1 spirit of a certain kind - spirits stay dead.
Because using your WHOLE skillbar to bring up something that is outclassed by 2 necro skills deserves to be left for dead.

tmakinen

tmakinen

Desert Nomad

Join Date: Nov 2005

www.mybearfriend.net

Servants of Fortuna [SoF]

E/

If you really want to, minions are capped by their respective attribute, so maybe the same kind of mechanism would be possible for boosting Spawning Power in PvE without making it silly OP. Something along the lines

Spawning Power (PvE) Every 4 ranks in Spawning Power enables you to control one additional spirit in the range of other spirits of the same kind.

SP = 0 -> 1 concurrent spirit allowed like now
SP = 4 -> 2 spirits of the same kind allowed
SP = 8 -> 3 spirits of the same kind allowed
SP = 12 -> 4 spirits of the same kind allowed
SP = 16 -> 5 spirits of the same kind allowed

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by tmakinen
If you really want to, minions are capped by their respective attribute, so maybe the same kind of mechanism would be possible for boosting Spawning Power in PvE without making it silly OP. Something along the lines

Spawning Power (PvE) Every 4 ranks in Spawning Power enables you to control one additional spirit in the range of other spirits of the same kind.

SP = 0 -> 1 concurrent spirit allowed like now
SP = 4 -> 2 spirits of the same kind allowed
SP = 8 -> 3 spirits of the same kind allowed
SP = 12 -> 4 spirits of the same kind allowed
SP = 16 -> 5 spirits of the same kind allowed
Wo-hoho!
That would be too much in PvP.
In PvE won't be much of a problem...

But I still think that it should be something less like the Divine Favo and work for more professions... like increase in range of spells, increase duration of non-enchantment spells, etc...

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Something like this would actually be very acceptable - or maybe even something in the lines of limiting the amount of spirits you can have rather then limiting the number of spirits of the same kind.

The issue is that (for instance) Bloodsong already has a 30 sec recharge while lasting 140 secs. Which means you already need to waste your elite just to be able to raise your spirit army (compared to a MM).

(And yeah Mithy - like I said - it would be PvE only.)

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

I like the idea of gaining +1 energy for each 3 points in spawning power when you drop an item. The problem with that is it could be abused in some instances where there are items that require a player to cary it, crystals in the Elona Reach mission for example or Flags in PvP.

A minor damage reduction or armor bost might be most balanced since if your carrying an item you are without the benifit of any bonus Armor your offhand or Staff might provide you.

Perhaps +1 Armor for every 2 points in spawning or -1 damage reduction? Which would be more balanced?

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

yes spawning power need lots of help.....will sign on to that for sure.

Mad King Corn

Banned

Join Date: Dec 2006

/signed Spawning power is the worst primary in the game....totally worthless!

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

/signed, spawning needs a buff even if communing is now the bastard child of attributes with Anet, taking elites away from it.

And while we're on the subject, let's reduce the energy cost/recharge on this fella' here ---> [shelter]

k? Great!

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by upier
Ohh and change spirits so that you can have multiple version of one spirit present on the battlefield at any given time (PvE ONLY once again!).
Since Ritualist monsters re-create spirits on recharge, I could see this getting way out of hand. Maybe if only players could use it?

Quote:
Originally Posted by Crom the Pale
I like the idea of gaining +1 energy for each 3 points in spawning power when you drop an item. The problem with that is it could be abused in some instances where there are items that require a player to cary it, crystals in the Elona Reach mission for example or Flags in PvP.
It would be feasible to only allow this on item spells since they already have an inherent difference from bundles: movement speed.

Quote:
Originally Posted by tmakinen
Oo ... that would be major imba. Pop a Bloodsong, Sin Promise, repeat until anything in the vicinity gets instagibbed by 20+ Bloodsongs hitting simultaneously.
But of course. AP is upier's best friend.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Sante_Kelm
Since Ritualist monsters re-create spirits on recharge, I could see this getting way out of hand. Maybe if only players could use it?
Spirits still have insanely long recharges unless you use a skill to modify that.
I don't remember many foes that would be running around with RL or AP as their secondary.

The only guys that might be pose a problem are the Char baddies which cast Anguish in GWEN. But then again - spirits still are static, still have the stupid AI, low HP and low armour.
It might make the game a bit more challenging then it is now - but considering the easy-fest we are playing now - that wouldn't be that much of an issue.

I don't see it being worthy of much consideration in a game where PvE foes have static skillbars.
(Besides for that X numbers of areas where the spirits MIGHT get out of hand (foe the not-so-skilled players)- one can always use the newly buffed Consume Soul. )

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by upier
Spirits still have insanely long recharges unless you use a skill to modify that.
I don't remember many foes that would be running around with RL or AP as their secondary.

The only guys that might be pose a problem are the Char baddies which cast Anguish in GWEN. But then again - spirits still are static, still have the stupid AI, low HP and low armour.
It might make the game a bit more challenging then it is now - but considering the easy-fest we are playing now - that wouldn't be that much of an issue.

I don't see it being worthy of much consideration in a game where PvE foes have static skillbars.
(Besides for that X numbers of areas where the spirits MIGHT get out of hand (foe the not-so-skilled players)- one can always use the newly buffed Consume Soul. )
I understand that long recharge times would have an effect on monsters, but a lot of Ritualists cast their spirits well before you encounter them. Spirits that have duration based upon attribute level might cause a problem, especially in HM.

Oh, and I'm almost positive Consume Soul was changed to counter the awesomely overpowered Order of Undeath. A little Ritualist justice with all those N/Rts floating around. I tip my tinfoil hat to you.

centur

centur

Academy Page

Join Date: Nov 2006

Russia, Moscow

Greener Pastures [DVDF]

Imo a lot of ideas here will be very overpowering for Rits. Rits are fine in PvP (and Anet dont want to break that fragile balance).
But they need some long lasting bonuses in PvE, where you much heavily using skills and spells.
Imo following good ideas for carefully balancing:

1. Add some mana or more defence (not +10 insignia, but at least +20, we loosing shield with urn) while holding an item (depending on spawning power attribute or nor)

2. Small mana gaining while create or drop urn - will help using offensive urns like "Cruel was" and "Grasping was"

3. Rebalance spirits that they benefit more (or suffer less damage) from primary attribute.

4. Add bonuses for "casting weapon spell while holding an item", e.x. - gain 1 mana for each 8 points in SP - this will fit ritualist role very well but this can add a lot of misusing.

5. Maybe add soul reaping effect for spirits dying, because Rits close to Necros by their nature.

6. And add a Hex for spirit attacks targeting =))) so we can focus spirit fire on some dangerous enemy, not on random pets running around


Personally I dont like idea with multiple spirits, and rethought an idea about ranger gimmic with SP=expertise, that reduction should affect only Spirits\Item Spells, but no more:
imagine what you can do on 16 sp with "Attuned was" 53% reduction an ~50% from attribute benefit if it will affect all spells... Quite all free skills, and Eles will woe about "attuned rits are better nukers". Dont forget the "meta" that cost reduction have inner benefit to e-regeneration (you will regenerate spell energy cost faster with reduction, because your 10e will be 5e with cost reduction).

PS: Hope Anet reading our suggestions, and we dont spend our time uselessly. We can make a petition =) if anyone write it in good official english =)

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

/signed for whatever stuff they suggest here. I read all of them and they sound pretty good. I love my rit and you guys love urs so LETS SUPER SAIYAN DAT SPAWNING POWERX!!111!

rohara

rohara

Krytan Explorer

Join Date: Nov 2006

Rt/

i'd like to see a buff on spawning power and spirits also. i play a rit flagger in gvg, and i can take down an enemy recuperation spirit with caretaker + channeled strike. what a waste of 25e on the enemy rit's part. defensive spirits (ie. ones that don't attack) should not be so pathetically easy to kill. a level 8 recup w/ 3 spawning power only has 179 health ffs. that's a 25e 45 sec recharge spirit. there is no reason to even bother speccing into spawning power - let's say you are insane and spec 9 into spawning power, recup now has a whopping 218 health. woohoo? you can still sneeze at it to kill it.

spirits are in desperate need of a health and armor buff, and having a good reason to spec a bit into spawning power would be nice. i'd like to see spawning power act a bit like leadership or soul reaping - scaled energy gain upon spirit death and maybe even pot dropping. item spells could use some love too - there are so few item spells worth sacrificing your weapon bonuses for.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

/signed for buff on Spawning power
playing ritu is fun but the spawning power attribute is just not of use in alot of builds

newbie_of_doom

newbie_of_doom

Wilds Pathfinder

Join Date: Oct 2006

WTFPRIVACYDUDE

Endangered Feces [DoDo]

W/Mo

Quote:
Originally Posted by MithranArkanere
Something like: For each point in Spawning power you have, your AoE skills have 5% more range.
HELL YEAH. GOGO SPLINTER WEAPON AND SPIRIT RIFTS AND ZEALOTS FIRE. YEYE 16 SPAWNING POWER 15 CHANNELING RITS FTWWWWWWW.

Quote:
Originally Posted by centur
Imo a lot of ideas here will be very overpowering for Rits. Rits are fine in PvP (and Anet dont want to break that fragile balance).
Lolwut balance?


Quote:
Originally Posted by centur
1. Add some mana or more defence (not +10 insignia, but at least +20, we loosing shield with urn) while holding an item (depending on spawning power attribute or nor)
There's no reason to hold any ashes for a long time unless its kaolei or you're bd. So really that insignia is just stupid.

Quote:
Originally Posted by centur
2. Small mana gaining while create or drop urn - will help using offensive urns like "Cruel was" and "Grasping was"

Sureeeee.


Quote:
Originally Posted by centur
3. Rebalance spirits that they benefit more (or suffer less damage) from primary attribute.
put the spirits in a better place really

Quote:
Originally Posted by centur
4. Add bonuses for "casting weapon spell while holding an item", e.x. - gain 1 mana for each 8 points in SP - this will fit ritualist role very well but this can add a lot of misusing.
Why? The only useful spells I can think of are splinter weapon and weapon warding. Which are quite managable already.

Quote:
Originally Posted by centur
5. Maybe add soul reaping effect for spirits dying, because Rits close to Necros by their nature.
This would be good since a lot of people in this forum seem to put their spirits in their frontline.

Quote:
Originally Posted by centur
6. And add a Hex for spirit attacks targeting =))) so we can focus spirit fire on some dangerous enemy, not on random pets running around
Lolwut dangerous enemy? SPIRIT SPIKE!!!11!!!!!! do this for minions too please.


Quote:
Originally Posted by rohara
i'd like to see a buff on spawning power and spirits also. i play a rit flagger in gvg, and i can take down an enemy recuperation spirit with caretaker + channeled strike. what a waste of 25e on the enemy rit's part. defensive spirits (ie. ones that don't attack) should not be so pathetically easy to kill. a level 8 recup w/ 3 spawning power only has 179 health ffs. that's a 25e 45 sec recharge spirit. there is no reason to even bother speccing into spawning power - let's say you are insane and spec 9 into spawning power, recup now has a whopping 218 health. woohoo? you can still sneeze at it to kill it.

spirits are in desperate need of a health and armor buff, and having a good reason to spec a bit into spawning power would be nice. i'd like to see spawning power act a bit like leadership or soul reaping - scaled energy gain upon spirit death and maybe even pot dropping. item spells could use some love too - there are so few item spells worth sacrificing your weapon bonuses for.
Well actually, if you wouldn't fail you would have your team between recup and the enemy.

viper11025

viper11025

Wilds Pathfinder

Join Date: Mar 2007

02/18/05 (Pm me with the place, its a riddle)

A/

Needs a quick fix.........So does fast-casting and strength.
XD

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Strength is fine - nowadays, most Warrior builds spec decent amounts of Strength because the skills tied to Strength are good enough to justify it. The passive effect, however weak, is just an added bonus.

Fast Casting is at least better than Spawning Power - few Mesmer builds don't benefit at least a little from Fast Casting, while it's possible - and, in the current meta, common - for SP to be completely irrelevant to a Rit build.

A suggestion I've made elsewhere is for Spawning Power to provide some sort of augmentation to every type of Ritualist skill - and tone down the basic levels of the skills so that an 11/11/10 split is roughly equivalent in strength to a 12/12 split now (after runes and other considerations).This would also have the benefit of applying the nerfbat to Ritualist secondaries, many of which are seen as being overpowered.

the savage nornbear

the savage nornbear

Wilds Pathfinder

Join Date: Apr 2008

The Raging Cadavers [rage]

R/

I really really like the "spell expertise" plan. Right now, being a rit primary is fail. There is no reason to, except for the sex armor.

the savage nornbear

the savage nornbear

Wilds Pathfinder

Join Date: Apr 2008

The Raging Cadavers [rage]

R/

I really really like the "spell expertise" plan. Right now, being a rit primary is fail. There is no reason to, except for the sex armor.

smilingscar

smilingscar

Lion's Arch Merchant

Join Date: Oct 2007

Frontline Legion

Me/

/signed
Spawning (and communing) is in dire need of buffing.

How about this: "Whenever you cast or drop an item spell you have an X% chance of summoning a spirit of _____ per rank of Spawning power" where ____ is the spirit of whoever's ashes you're holding and works like Pain.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by smilingscar
/signed
Spawning (and communing) is in dire need of buffing.

How about this: "Whenever you cast or drop an item spell you have an X% chance of summoning a spirit of _____ per rank of Spawning power" where ____ is the spirit of whoever's ashes you're holding and works like Pain.
Random chances in a game supposed to promote skill are bad.

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

Woooooot Lay My 5 Awesome 25 Energy Spirits And Shadow Step Them To Enemies In Pve Oh Noes An Aoe, all spirits dead instantly -_-, now my energy is 0 and i have to wait 30 seconds to do anything besides wand

Big freakin /signed

I like the soul reaping idea, or at least give some better insignias for when casting rituals/holding items, perhaps you have +1...10 energy while holding an item, since you lost any weapon bonuses while holding

smilingscar

smilingscar

Lion's Arch Merchant

Join Date: Oct 2007

Frontline Legion

Me/

Quote:
Originally Posted by Zahr Dalsk
Random chances in a game supposed to promote skill are bad.
Because the game is not full of random chance mechanics already? I see this as being comparable to getting a critical hit. I pictured the scaling going up to about 50%, so that at 12 spawning you would have a very good chance to get a spirit, if not on the casting then on the drop.

But maybe you're right. How about the spirit is guaranteed upon dropping (with chance of failure at 4 SP or below) and the level scales with spawning? I'd like this even if the spirit didn't do anything except sit there and look pretty while I used it to trigger spell effects.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

IMHO both spawning and communing need looking at.
When the many of the popular ritualist builds both forms of the game barely touch these attributes it should be screaming something to the devs.

sean520

sean520

Academy Page

Join Date: Aug 2006

mass

Rt/

/signed for spawning power buff. it could use one.