Druid:
Astral Force Gain:
Need a way to balance Astral Force generation among all the heals and all playstyles. Currently Troll Unguent is the most efficient and is the only true way to gain Astral Force consistently. Without Troll Unguent it is way too hard to gain Astral Force without Staff/Healing skills and makes druid not worthwhile. Even with Troll Unguent Celestial Form should feel a more fluid transition. Because of the difficulty of Astral Force generation Troll Unguent is being used not really as a heal but more for the purpose of Astral Force generation. By that I mean even if I am at full health I will use Troll Unguent just for the purpose of Astral Force generation.
- Suggestion 1: 2.5% off of critical hits.
- Suggestion 2: Increase the damage scaling based off of how much damage is being done? Right now it is very low.
- Concern: Cannot balance based purely off heals because if each heal gives X amount of Celestial Force as Troll Unguent is essentially doing then the best heal becomes the one with the lowest Cool Down. Need to try to avoid pidgeon-holing builds in this way.
- Concern: Troll Unguent will be changed so that it doesn’t generate as much Astral Force. This would be a mistake as nerfing Astral Force generation any further will force druid into using healing traits, weapons, etcetera in order to be able to even use Celestial Form. The rate at which traited Troll Unguent (20s) cool down generates Astral Force feels a tad under perfect for non-healing druid builds. This gives you Celestial form roughly once every 30s. This is because you can use Troll Unguent to generate about 70% Astral Force and then wait 10s and use it again to generate that last little bit. It would be awesome if Astral Force generation balanced around these numbers in order to get appropriate uptime for celestial form on non-healing focused Druids. Slightly more generation might be fitting but much less and non-healing focused Druids will not be viable at top tier PvP game play.
Astral Force Usage/Duration:
Currently if you pop into Celestial Form and pop out, you lose all Astral Force. This is not a nice setting for those who might want to run more DPS oriented builds because they might be using druid for the utility of the daze, or a quick stealth, or condi clear from traits. Those who are tanks/healers don’t really care because they can recharge Celestial Force so fast.
- Suggestion: If Astral Force generation cannot be increased as the above suggestions would like then put a cool down on Celestial Force (10s?) and don’t lose all Astral Force when leaving Celestial Form. This would help those who can’t generate Astral Force as easy. This would allow for an alternative for the non-healing focused Druid.
- Issues: Casting Signet of the Wild during Celestial Form cancels Celestial Form. From both the active signet and the trait.
Celestial Form Skills:
1. Really difficult to land the skill. Increase radius by 60? (Note: in team play I can land like 90% of these in solo queue I can land like 20%) This might just be a learn to play issue though.
2. Radius is pretty small. Increase radius by 60.
3. Good. The daze is strong, its very strong with Moment of Clarity as it scales to 6s. Daze is not very strong since you can still move and line of sight, so this might be ok. It is also difficult to run Marksmanship with Druid as there is not a lot of defense for the ranger to take. The defensive trait lines are currently easier to use and safer to use with the Druid, this might make the long daze from Moment of Clarity justifiable.
4. Good.
5. A little clunky. It would be great if one could move while casting this skill.
Staff:
1. Good. Heals/Does damage. I think this is alright.
2. Not super exciting for PvP. I understand it would be good for PvE for your front guys. Maybe the damage should be slightly higher?
3. Good skill, love that it does no damage as there is a lot of potential synergy that way with smokefields. Since it doesn’t do damage maybe an evade would be worth while? This however, would make it too good of an escape in my opinion. Suggestion: If cast within 450 distance = evade. If cast greater than 450 distance = no evade. This way the current functionality of staying in wisp without moving can stay, it becomes defensive and the skill has counterplay for an escape (just like Ride the Lightning).
4. Ok. The immobilize should be at least 2 seconds, it is a little short currently. Maybe this skill should do more damage?
5. Don’t know enough. I have very limited experience with walls.
Issues: Staff does not currenlty work with Quick Draw.
Glyphs:
These aren’t very competitive skills compared to the others available.
-Suggestion: Allow the normal Glyph and the Celestial Form Glyph to have separate cooldowns. Increase the cooldown of each Glyph by a 5? seconds in response.
Pets:
Can’t use new pets in sPvP at the moment. Testing the Smokescale in World vs. World the damage on the “skill 4” (4th skill listed on its UI) is a little bit too high.
- Smokescale Suggestion: Maybe remove the might stacking? Lower the damage or the power scaling slightly? 10% maximum!
- Concern: Too much of a damage nerf would make this pet undesirable compared to the competition.
Things to consider for future balance:
Ranger has limited access to stability and players will soon learn the ranger cannot dish out damage while in Celestial Form. That means once the ranger turns blue, it is time to throw all your damage at him. This means it is pretty likely the ranger will get stunlocked in higher end sPvP play. Compensating for this in other areas such as smokescale damage, or a lot of healing, or high daze uptime, might be appropriate in response to help balance out the Druid. My 2 cents!
Am I good?… I’m good.
(edited by Eurantien.4632)