The problem with Nature's Renewal is not that it is absolutely counterless, for those of you proposing counters. It is the fact that it takes more effort and skill slots (and player skill, I might add) to counter it.
Precise timing, specialized skill slots, and actively observing for Nature's Renewal is necessary to counter it. For the ranger casting Nature's Renewal, it is necessary to press the skill slot button for it. It is a disparity between a great deal of effort and very little.
The imbalance comes from the fact that:
1) A build is decimated if it totally does not account for Nature's Renewal.
2) A build is rendered far less effective if it is attempting to counter Nature's Renewal as the time, skill slots, and effort put into doing so could be used for other purposes (which the team casting Nature's Renewal does not have a problem with, as their side's execution takes far less of all three).
3) And finally, builds that are designed to run completely under Nature's Renewal are extremely limited and eventually lead to monotony in PvP.
Much of this has already been stated in other ways by other posters, though I believe it doesn't hurt to have it stated a different way for those who did not understand it the way the other posters phrased it.
The bottom line is, Nature's Renewal certainly isn't invincible, but it is
overly effective for the effort and resources devoted to it. In other words, "overpowered".
Of course, my own experience in PvP is limited as I personally have not found a guild that I am interested in joining on a permanent basis, thus has no experience in GvG battles. However, from what I've seen outside of GvG, I do believe that Nature's Renewal at this point has a detrimental effect on gameplay.
"Healing Balls" are (or should I say, were) a problem, as stated, with no truly effective counter except for Rend Enchantments and the like that could, again, be countered more easily by the Healing Ball than the other team. Perhaps enchantment removal can be multi-layered with different attributes, as Luggage suggested.
My own suggestion? As said, my experience is limited in scope so I apologize if it seems foolish:
One of the reasons that Nature Rituals are as they are is for the reason of diversity in gameplay. Besides a basic spell, Rituals were meant to have long range and broad effects.
My proposition is to keep it that way. In fact, even keep the enchantment and hex stripping effects of Nature's Renewal.
Instead:
1) Make Nature's Renewal easily interruptable.
2) Lengthen Nature's Renewal's casting time slightly (even as little as one more second)
3) Make the symbol above the character when casting Nature's Renewal more prominant and easily noticed.
My reasoning is this addresses the problem of Nature's Renewal being too hard to counter with too powerful an effect for the effort involved.
The reasons for each:
1) Nature's Renewal has too few counters. Why is this not TOO detrimental to Nature's Renewal? The range of the spirit is VERY large.
2) Because the range is very large, it is often that when it is noticed that it is being cast, it is too far away to effectively do anything about it. However, this is more optional, as one single casting of Nature's Renewal is not the problem--it is its continual use, which 1) should amend. This is mainly because oath shot allows it to be used again almost immediately--an effect I believe should remain.
3) Nature's Renewal's effect is very powerful. It should be noticed, especially with its very large range. Also, I personally believe observant teams should have benefit.
The reason I support this type of modification is because Nature's Renewal, if a team truly wishes to use it, should still be viable. Right now, as everyone says, the effect is very powerful. My belief is, since the range is so large, it should be usable, even if easily interruptable, as not many might notice it being cast. If a team wishes to take fertile season, healing, and various buffs to keep the spirit well off (and use oath shot to recharge and cast it again discretely) then it is enough effort, I believe, to make up for the effect.
I think extreme and broad modifications should be avoided, because, as another said, it has a ripple effect.
Ah, and as a final note, I believe as another poster (Ensign, I believe) said, Fertile Season spirit should not affect itself... perhaps its base life can be lessened. I don't think this spirit is as much of an issue because there are very few situations where this would not boost the opposing team as well in a very large way. (I suppose if you run a Protective Spirit, low-health monk this might be an exception)
As for the others... I don't see them quite as pressing. However, I do believe enchantment removing in levels (1...4 enchantments removed, ect.) based on attribute level should be looked at for other enchantment removing spells.
Again, my apologies if this seems ridiculous--I have only my own experience to base this on. Also, my apologies as well for the very long post.
Edit:
Quote:
Originally Posted by Creed
NR is virtually uncounterable. With that said, it's uncounterable due to the fact it's spam-ability.
I've heard some ideas for fixes so far which are atleast reasonable. This being the rough conclusion to all those ideas.
-Stop its spamability. Allow only 1 nature ritual of its kind on the field at anyone time.
You could also create it so all spirits on the field of the same type are linked. Almost like a EoE of sorts. Kill one and they all go down, it'll effectivly have the same balance factor as only having 1 on the field at any given time, but allow the Ranger to 1. Dis-enchant again. 2. Increase the spirits AoE.
Ever since i've had a ranger, i've looked at how you might defeat spirits. They are basically enchantments which no one can remove from themselves.. and the rangers more prepared for these enchantments than you.. The obvious plan is to attack the spirits, and then you suddenly realize they have 3+ spirits all well spread out.. by the time you kill one they'll have another down and 2-3 attacks in on you.
Currently as many people have said and will continue to say: It simply pigeon holes the effective skills in the game, taking any potential heavy hex or enchantment builds completly out of the fold.
It needs a fix but to 'nerf' somthing means you remove somthing from it. I suggest they add what i proposed above a 'Spirit Link' Killing all spirits if one of the same type goes down on the map.
I am by no means claiming this is the only problem in the game. I am showing a theory which could potentially balance the Spirits. I am not claiming spirits are the only problem, dont take this 'focused' post as such, i simply dont have any theories or fixes for the others
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I don't mean these comments maliciously, and I would appreciate if you would correct me if I'm wrong but:
If it is difficult, as you say, to counter because of its "spammability", wouldn't one copy simply lessen the range of its problems? That wasn't very clear so: What is to prevent a ranger from, immediately after that one copy of the ritual is destroyed, simply recast it. I believe that is what you meant by its problem being in its spammability. If not, this particular aspect of it is still a problem.
Also, the same with all spirits of the same type being destroyed when the first is--the ranger would still be able to recast after they are destroyed, wouldn't he/she?
That sounds very much like an attempted fix, and a good idea if the range of the spirit was the primary problem at the moment. However, there is really nothing that can be done except address one problem at a time--the same way, for those who like examples, Starcraft did.
Sarus: I believe what he is trying to say is that if people try harder to counter Nature's Renewal, the people running Nature's Renewal will have no choice but to abandon it.
I disagree with that opinion though, as many are already trying and there isn't any truly effective counter when the counter to the counter is merely to recast it.