After More Than A Year - Spirit Weapons

After More Than A Year - Spirit Weapons

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Posted by: Nick.6972

Nick.6972

Are still unusable and bad. How come?
I mean, how hard could it possibly be fix them?

Here’s a quick idea.
Remove the duration, increase the HP, make them x3 powerful.

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Posted by: Thereon.5219

Thereon.5219

and shoot lazer beams which disintegrate the enemy

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Posted by: urieldhynne.2743

urieldhynne.2743

How hard?

How hard is fix a friendlist in wvw, a party kicker in wvw? How hard is realize that condition re-apply system is broken? How hard is understand that this game need diminish return? How hard is to understand this games also need resilience to some effects and conditions? How hard is to accept this game, in wvw is broken and hard unbalanced. Accept that some builds and combinations are overpower to broken level.

If you realize how hard for arenanet is all that things you can realize how hard for them is fix spirit weapons.

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

I’d be happy if they were to at least remove the durations.

“Be like water” – Bruce Lee

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Posted by: Aza.2105

Aza.2105

Are still unusable and bad. How come?
I mean, how hard could it possibly be fix them?

Here’s a quick idea.
Remove the duration, increase the HP, make them x3 powerful.

From the Oct 15th patch notes:

All player-controlled minions, excluding mesmer phantasms and clones because they were already increased in a previous patch, now have 71.43% more hit points in PvE maps.

Unfortunately I don’t think the health boost applies to spirit weapons. Mine got destroyed by a karka near instantly. lol

Amd Ryzen 1800x – Amd Fury X -64GB of ram
Windows 10

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Posted by: varena.1362

varena.1362

The shield of the avenger is the only one I use in group PvE. Combine it with Wall of Reflection and you have nearly 30s of almost complete invulnerability to projectiles.

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Posted by: CMstorm.8679

CMstorm.8679

Spirit weapons aren’t actually that bad in pvp

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Posted by: Talyn.3295

Talyn.3295

Way back when these were great, before they were given health like everything else. A zerker guardian could spike the kitten out of just about anyone if played right in sPvP. I got bored of that though so I don’t know if they are any good in sPvP now or not. I would think one good AoE and they would be gone, but i could be wrong.

Problem with them in WvW or PvE is that we have so many other better skills that using these with the exception of those rare instances when the shield is useful to block ranged attacks in FoTM, I never bother to put any of them on my skill bar.

Anet needs to rethink these skills all together, the Traits for them are all over the place and they are not that great for anything now. I would be happy enough if they were removed and we got some more meditations/shouts/concentrations. At least then we wouldn’t have four wasted skills slots that almost no one uses.

“We have now left Reason and Sanity Junction. Next stop, Looneyville.”

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Posted by: Ezrael.6859

Ezrael.6859

Remove the hp, make the durations shorter down to 10s but also make the delay between skill activations much shorter. 3s recast on the ‘Command’ for the Sword and Hammer.

Now they fill of a role of being very active while out and completely changing a fight depending on what fight and what Spirit Weapon you bring to it.
Pulling out the Sword and Hammer should be 10s of serious damage and control.
But if an enemy manages to get away then he’s evaded your Spirit burst until they refresh.

This way a Guardian could create a dps burst with Sword and Hammer.

The bow could be refined to clear all conditions and heal in an area on activation, providing a burst of support for your team.

The shield would provide quick pulses of area knockback, weakness and ranged absorption for 10s. An area the size of a capture point.

So in different situations each of these could change a fight, spiking down a player, curing a team covered in conditions at low hp, or taking control of a capture point.

(edited by Ezrael.6859)

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Posted by: Kentrey.3251

Kentrey.3251

Spirit weapons aren’t actually that bad in pvp

Lol now this i wanna hear.

Tell me how anything that isn’t the hammer isn’t 100% useless in pvp?

And the hammer is only barely AND you have to give up so many trait points for it

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

Remove the hp, make the durations shorter down to 10s but also make the delay between skill activations much shorter. 3s recast on the ‘Command’ for the Sword and Hammer.

Now they fill of a role of being very active while out and completely changing a fight depending on what fight and what Spirit Weapon you bring to it.
Pulling out the Sword and Hammer should be 10s of serious damage and control.
But if an enemy manages to get away then he’s evaded your Spirit burst until they refresh.

This way a Guardian could create a dps burst with Sword and Hammer.

The bow could be refined to clear all conditions and heal in an area on activation, providing a burst of support for your team.

The shield would provide quick pulses of area knockback, weakness and ranged absorption for 10s. An area the size of a capture point.

So in different situations each of these could change a fight, spiking down a player, curing a team covered in conditions at low hp, or taking control of a capture point.

You’re kidding right? That would make them even more useless.

“Be like water” – Bruce Lee

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Posted by: foofad.5162

foofad.5162

The entire reason that Spirit Weapons were nerfed was due to how badly they could be exploited. They could sometimes be summoned through walls, in order to attack people or monsters that you ordinarily couldn’t reach. You could run out of a gate during a siege, pop a weapon or three, then run back in and those weapons would continue to run wild and unchecked on anyone attacking the gates and there was no counter to them what so ever.

Anet was absolutely right to change them. The problem is that they nerfed them too hard in the process and have been playing catch up ever since.

Instead of playing catch up and performing incremental improvements over a span of months, they should be completely redesigned. Frankly, everything minion related (turrets, pets, etc) in this game is awful, so I don’t even think they should be minions anymore. They should IMO basically be static “buffs;” They follow you around extremely closely and only attack things that are basically in melee range of you, with the exception of the bow which can support the ranged options. It’s a burst damage option to increase your DPS temporarily. In the process, make them invulnerable again but tied to any CC the Guardian receives; CC the Guardian and the Spirit Weapon goes too. It’s counterable, it’s not vulnerable to godawful minion behavior, and it’s in keeping with the original design spec.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.

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Posted by: xFireize.6318

xFireize.6318

I agree. You don’t nerf exploits to fix them…. you FIX them.

Bloo Foefire [RAM]
Yak’s Bend
Why bother being a Guardian if you don’t guard anyone?