Quote:
This is a skill that takes player skill to use efficiently. Using bad skills doesn't take skill, only more skill slots to be made decent, and depending on the power of the extra skills, you're either wasting your time or getting an effect lesser than what's possible.
Not that I don't disagree with ANet stopping buffing everything, though.
|
I see problem in how ppl uses those skills. For example: necromancer life stealing skills, they are fine, even quite underpowered, while single player uses them. However they we're used for unprottable spikes and Izzy nerfed already bad skill.
Quote:
|
Many of these skills are either ridiculously over or underpowered, and need some more thought. Your Tranquil was Tanasen changes absolutely horrify me.
|
Tranquil Was Tanasen is currently underpowered comparing to other elite skills, it makes player unable to use other elite energy management skills. Is not maintainable. Other problem is energy cost compared to duration, it cost too much. Besides I probably pumped extra armour too much.
Shelter/Displacement/Union - currently those skills are fire n forget. They can provide almost invulnerability or nothing, because of interrupt or AoE.
I gave proposition of making them time based and non interruptible (based on enchantment).
After few toughs i think I've failed at 'balancing' again. Making them time-based makes 3rits give complete invulnerability to team.
Giving them set amount of activations seems to be best choice.
Also I want ask for something:
Is it better to give them duration or make them infinite until they activate x times?
<This Spirit dies after 30...54...60 seconds or 2...4...5 successful knock downs. vs. This Spirit dies after 8...19...22 attacks. >
Also armor of unfeeling could have 2s activation time to make it counter able.
Binding Chain is now more reliable snare and protection for spirits against meele.
I've designed Dulled Weapon to counter WoS/WoW, it currently shut down main defences of Rit FC, so this skill still needs some balance.
Ghostly Weapon is now more fun skill, something like mini-volley. But its very potent (2xEviscerate or 2xPindown).
Vital Weapon in-game is passive spike-counter, I've proposed more active version of Life Bond (copied from Skill Feedback on wiki, i think Izzy should read it sometimes)
Wanderlust had issues with targeting( it could attack moving target while 3 others were standing still near spirit for whole duration). My proposition makes it more controllable although numbers of knock-downs can be bit too high now and knock-downs on stationary foe can make fast ranger/assassin attacks very powerful interrupts.
Also now Earthbind synergizes with wanderlust instead breaking knock-lock.
Doom - very conditional spell, now still prevents from having 4+ppl with same skill on bar, but is less situational. Maybe need some number tweaks like ~30dmg per binding ritual on skillbar.
Energetic Was Lee Sa - now gives around 12 net energy gain and have less duration. It makes it more flexible, give bigger window of opportunity for other bundles.
Ghostly Haste - encourages FC to use more spirits, also leaves secondary profession free.
Spirit Channeling - My personal favourite, Ritualist's version of Lyssa's Aura, but -5 degen on all nearby spirits can be quite too much.
Vocal Was Sogolon - imbarit!
Quote:
|
by item spells removal I mean removing bundle items from players and by that I mean the flag for GvG and Relics for HA - which are in fact very important
|
list of counters for flags/relics
Bundles don't protect other players from spikes, they aren't that important as weapon spells.
Imagine what would happen if players could force others to drop bundles.