Ritualist skills buffs.

bargaw

Ascalonian Squire

Join Date: Mar 2008

N/

I was quite bored so I started to thinking what I would like to change in ritualists skills. Here is what i made: http://wiki.guildwars.com/wiki/User:...Skill_buffzors.
I was thinking mostly what made me wants skill on my bar.
Please post your comments on them or give your suggestions, maybe Izzy read this topic and finaly do proper skill balance instead "nerfing 4 skills while 1 is op".

And if I don't get trolled i'll add channeling and other skills to this list, based on yours and my opinion.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by bargaw View Post
Please post your comments on them or give your suggestions, maybe Izzy read this topic and finaly do proper skill balance instead "nerfing 4 skills while 1 is op".
I think it's more "buffing 10 skills to insanity and leaving the overpowered crap alone".

I agree with Dulled Weapon, except make it 5E.

Keira Nightgale

Krytan Explorer

Join Date: Jun 2007

Gulfstream Owners Club [GS]

Rt/R

actually some of his "tweaks" end up nerfing skills even more.

the Puppeteer

the Puppeteer

Jungle Guide

Join Date: Apr 2007

Quote:
Originally Posted by Tyla View Post
I agree with Dulled Weapon, except make it 5E.
then we would need some skills for the removal of other unstrippable skills like shouts or item spells

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

Most of your suggestions terrify me. I don't believe I have ever had to say that on this forum before, and that says something. Many of these skills are either ridiculously over or underpowered, and need some more thought. Your Tranquil was Tanasen changes absolutely horrify me.

I would agree with a couple of them however. Your proposed changes to Attuned was Songkai would help make Spawning a viable attribute for Restoration healers. I also liked your idea with Vocal Was Sogolon, which would allow the use of adrenaline chants despite the inability of the user to wield a weapon.

I like some of the ideas, but I think you should work on the numbers more.

Pony Slaystation

Pony Slaystation

Krytan Explorer

Join Date: Nov 2008

Cardboard Box

Guilds are irrelevant. This... is...... BUILD WARS!!!

Rt/

Ritualist's are fine the way that they are. Besides, the box of Guild Wars Prophecies says that the game takes skill, so if it really takes skill, as ANet says, they should not buff any skills, and force people to find a way to make crappy skills work. Not to say that Ritualist skills are crappy, I actually really like most of them.

I would prefer all Ritualist skills to stay how they are. I use almost every Ritualist skill, and all of the major changes that have happened, I hated.
For example, the "buff" to Defiant was Xinrae and Xinrae's Weapon actually ruined quite a few of my builds.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

The only reason Weapon Spells are Weapon Spells and not Enchantments is that they're supposed to be unstrippable.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by the Puppeteer View Post
then we would need some skills for the removal of other unstrippable skills like shouts or item spells
Item spells don't need to be stripped because they aren't that powerful. The only time it's worth camping an item spell is when you have at least one skill that directly works with it.

Shouts don't have powerful enough effects to get hurt.

Quote:
Originally Posted by Pony Slaystation
Besides, the box of Guild Wars Prophecies says that the game takes skill, so if it really takes skill, as ANet says, they should not buff any skills, and force people to find a way to make crappy skills work.
[frenzy]

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.

the Puppeteer

the Puppeteer

Jungle Guide

Join Date: Apr 2007

Quote:
Originally Posted by Tyla View Post
Item spells don't need to be stripped because they aren't that powerful. The only time it's worth camping an item spell is when you have at least one skill that directly works with it.
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

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by the Puppeteer View Post
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
Oh, fun. I will vote you personally for flag runner if that ever happens. I hope you will enjoy it.

Flag running is already quite hard when opposing team doesn't want you to get away. Forcing person to drop bundle... why not remove the flag stand at all then?

bargaw

Ascalonian Squire

Join Date: Mar 2008

N/

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.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

No thanx... oh and about ur threat of not making any more updates... please follow through with that threat