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Posted by: Aomine.5012

Aomine.5012

The purpose of this post and thread is to give constructive suggestions as to how to improve/ balance Druid’s mechanic and skills so it becomes more playable and unique.

I know it is too late to change the animation and the actual effect of most skills by now, but with some tweaks, Druid will become a much more interesting class.

This link shows the original effect of Druid’s skills:
https://wiki.guildwars2.com/wiki/Druid

Here are my suggested changes.
(Feel free to compare the original version to my version)

General changes:

1. Now Druid is unable to gain CA Force from healing when targets have full health.
2. Increases the CA Force generation from attacks immensely.
3. Now exiting CA before the meter runs out will leave the remaining energy.
4. CA transformation has a CD of 6 seconds after exit. (This is to prevent spamming the traits related to entering CA and encourage skillful usage of CA)

Staff:

1. Solar Beam: Leave the base damage as is. Tone up the damage coefficient affected by power from 0.3 to 0.5 Increases the healing power coefficient from 0.02 to 0.1. It can now target allies directly by clicking on them. No longer generates CA force when hitting someone who has full health. (This can address the abnormal CA generated by staff in a group fight)

2. Astral Wisp: Increase the projectile speed by 200%. Now able to target allies. The healing radius increased to 300. The healing power coefficient tone up from 0.05 to 0.25. Now Wisp not only heals allies, but also causes minor damages to enemies that it touches. (It’d helps Druid tag enemies better while focus on healing. You can also use this on melee allies so they can help you tag foes when they engage in battle.)

3. Ancestral Grace: The skill ends sooner and activates faster the shorter the distance you traveled. The range toned up from 1000 -> 1200. Now upon landing, it not only heals allies within radius, but also cleanse 2 conditions from them. (Druid lacks cleanse when he’s not in CA. I think staff should at least help address this problem abit on its weapon skills.)

4. Vine Surge: Increases the width of the skill so it hits wider. Causes 2 secs of immobilize and 3 stacks of bleeding on first impact. If the skill hits, it generates roots under the targets, and pulses 1 sec immobilize and 1 stack bleeding every second within root. The roots can be destroyed. The root will disappeared after 5 seconds. Removes the cleansing ability of this skill since Ancestral Grace can do that now.
(This is to enhance the control ability of Druid when not in CA.)

5. Sublime Conversion: Acts as a water field. Increased the duration to 8 seconds. Decreased CD to 20 secs. (16 secs if traited). Increase the healing conversion. (The 8 second 16 CD when traited is to make it more in line with other classes like Revenant’s Hammer 4. Staff shouldn’t be an inferior version of Revenant’s Hammer)

CA Skills:

1. Cosmic Ray: Removes the healing entirely. Now this skill does damage to target area. (Serves as the auto-attack for CA to actually help tagging foes). Cosmic Ray hits up to 5 targets within 180 radius, causes 2 stacks of vulnerability for 5 seconds. (This is to enhance the offensive support aspect of this class). The damage is equivalent to Guardian’s staff 1. (The damage has to keep low because CA is not suppose to be offensive. Also, by changing this skill to offensive rather than healing, it makes Druid fit more of the “burst heal” theme rather than “spam heal” theme)

2. Seed of Life: Increases the radius to 240. Removes the delay of this skill. Now this skill removes 3 conditions and grant 6 seconds of regeneration to allies. The CD of this skill is increased to 5 seconds. (Again, this makes Druid more like a “burst cleanse” rather than “spam cleanse”)

3. Lunar Impact: This skill is good as it is. The only thing that need changing is this skill no longer get affected by the trait “Moment of Clarity”. (It is not a good idea to nerf the base Daze duration because it’d make this skill too reliant of MoC. But this skill is still too powerful if combine with MoC, so the easiest solution is to make it not affected by MoC)

4. Rejuvenating Tides: Change this skill completely because currently this skill is redundant to Lunar Impact. Now it heals ONE selected ally for a huge amount. (Base healing 5000+ 3.0 Healing Power. This formula should greatly reward Healing Power user). Change the range of this skill to 1200. Decreases cast time to 1/2 second. Now this skill grants 5 seconds of protection on target ally. (Again, this is to enhance the defensive support of Druid so it’s not just a heal spam class.)

5. Natural Convergence: You’re able to move while using this skill. This skill should pulse Immobilize and slow for 1 second per pulse instead of cripple. (Again, this is to improve the control aspect of Druid)

Really hope developers can take a look of this because I really care about balance, so for each skills I considered the overall balance, while not breaking the skills mechanic at all.

Please give me feedbacks, and suggest your ideas if you feel like some changes are out of place.

(edited by Aomine.5012)

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Posted by: Aomine.5012

Aomine.5012

Glyphs

Glyph of Rejuvenation: Increases the Radius to 480. Healing stays the same, but in addition to healing, now remove 2 conditions from allies. (This skill is directly competing to healing spring. It’s very unattractive if there’s no base cleanse to address Druid’s lack of cleanse when not in CA)

Glyph of Rejuvenation (CA): Basically the same as above.

Glyph of Alignment: This skill is too weak in non-CA form. Now this skill causes weakness, cripple, slow for 5 seconds and remove up to 2 boons from enemy targets. This skill also removes 2 conditions on yourself. (But no healing and cleanse for party, , only yourself, unlike in CA). Increase the radius to 480.

Glyph of Alignment (CA): In addition to cleanse and healing, now this skill acts as a stun-breaker on self.

Glyph of Equality: Again, this skill is way too weak in non-CA form.
Increases the daze duration to 3 secs. (Can be affected by MoC). This skill is now a stun-breaker even in non-CA form. Radius increased to 480.

Glyph of Equality (CA): In addition to stun-break on allies, now this skill grants 6 seconds / 3 stacks of stability on allies. Radius increased to 480.

Glyph of the Tides: Reverse the pull and push effect between CA and non-CA. Now Glyph of the Tides pull enemies in non-CA form. Increase the radius to 600. Decrease the CD to 20.

Glyph of Tide(CA): Instead of push enemies, now this skill launch enemies away for 480 range. The radius of this skill increased to 480. This skill acts as a stun-breaker in CA form.

Glyph of Empowerment: Again, this skill is abit too weak compare to other offensive buffs like banners. Now this skill grant +10% damage for 9 seconds.
Increase the radius to 600. (More align to other offensive buffs like shouts)

Glyph of Empowerment (CA): Keep the +25% healing, but apply only on self. Apply 5 secs of protection to allies. Radius increased to 600.

Glyph of Unity: Increased the radius to 600. Increased the break-range of tether to 1200.

(edited by Aomine.5012)

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Posted by: Earix.5684

Earix.5684

4. Astray transformation has a CD of 6 seconds after exit. (This is to prevent spamming the traits related to entering Astray and encourage skillful usage of Astray)

I guess you mostly play PvE. This change would be such a bad idea for WvW players in so many ways.

5. Sublime Conversion: Acts as a water field.

It’s already a water field

1. Cosmic Ray: Removes the healing entirely. Now this skill does damage to target area. (Serves as the auto-attack for Astray to actually help tagging foes).

Removing healing to be able to tag foe? No thanks. Your single target healing idea belongs here imo.

4. Rejuvenating Tides: Change this skill completely because currently this skill is redundant to Lunar Impact.

A BIG NO here! NO, NO, NO!
Rejuvenating Tides is one of the best druid skills and as absolutely no redundancy to Lunar Impact. It’s a moving water field pulsing healing in addition. Why would you remove it from the game?

Glyph of Equality: Again, this skill is way too weak in non-Astray form.
Increases the daze duration to 3 secs. (Can be affected by MoC). This skill is now a stun-breaker even in non-Astray form. Radius increased to 480.

Glyph of Equality (Astray): In addition to stun-break on allies, now this skill grants 6 seconds / 3 stacks of stability on allies. Radius increased to 480.

Great idea. We need a glyph with a stun-breaker component in non-Astray form. The stability would also be great.

Earix – GvG Player – Druid / Soulbeast
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Posted by: xev.9476

xev.9476

Is “Astray” supposed to some cute nickname, or . . . ? All your posts fastidiously adhere to it that I’m just curious how it arose.

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Posted by: Aomine.5012

Aomine.5012

4. Astray transformation has a CD of 6 seconds after exit. (This is to prevent spamming the traits related to entering Astray and encourage skillful usage of Astray)

I guess you mostly play PvE. This change would be such a bad idea for WvW players in so many ways.

5. Sublime Conversion: Acts as a water field.

It’s already a water field

1. Cosmic Ray: Removes the healing entirely. Now this skill does damage to target area. (Serves as the auto-attack for Astray to actually help tagging foes).

Removing healing to be able to tag foe? No thanks. Your single target healing idea belongs here imo.

4. Rejuvenating Tides: Change this skill completely because currently this skill is redundant to Lunar Impact.

A BIG NO here! NO, NO, NO!
Rejuvenating Tides is one of the best druid skills and as absolutely no redundancy to Lunar Impact. It’s a moving water field pulsing healing in addition. Why would you remove it from the game?

Glyph of Equality: Again, this skill is way too weak in non-Astray form.
Increases the daze duration to 3 secs. (Can be affected by MoC). This skill is now a stun-breaker even in non-Astray form. Radius increased to 480.

Glyph of Equality (Astray): In addition to stun-break on allies, now this skill grants 6 seconds / 3 stacks of stability on allies. Radius increased to 480.

Great idea. We need a glyph with a stun-breaker component in non-Astray form. The stability would also be great.

This is exactly it.

The changes I suggest is not just for letting Druid gain strength, but to actually find BALANCE for Druid. This is to also tone down some of the spammy nature of Druid, and relies you to actually THINK and decide when and how to heal.

You yourself notice how abnormal rate of entering Avatar in a zerg fight right?
The general change already said it. “You will no longer get CA bar when you heal full health target”, meaning you cannot just spam 1 in a zerg and enter Avatar in 1 second. In return, you no longer exhaust your CA bar when exiting. In order to balance this CA bar reservation, an ICD is unavoidable. I make it 6, which is already shorter than Death Shroud. However, this change will still be more useful in other situations that’s not a zerg. (namely PVP)

Cosmic Ray is an redundant skill, and does not fit the “burst heal” nature of Anet’s claim. It also makes you have no dps in CA form, which is bad for PVP in general. For WvW you lose all tagging ability when in CA too. Also, by applying AOE vulnerabilities, it’d help in the offensive support aspect of Druid.

For Rejuvication Tide, I thought about it alot. I do aware how much it heals in a GROUP FIGHT. But this is exactly the problem here. It makes Druid such a spammy heal class that doesn’t require too much thinking, and just click heal skills on CD. Do you aware the base healing number I attached to this skill? This number is very similar to the entire 2.5 secs channel total healing amount, but now it’s 1200 range, scales so well if you have Healing Power (if you have 1200 healing, you’d heal 8600), and grants protection. This is so much more useful in many situations other than zerg, such as in raid and in PVP, and fit the “burst healing” theme of Druid very well.

Thanks for the feedback though

(edited by Aomine.5012)

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Posted by: Aomine.5012

Aomine.5012

Is “Astray” supposed to some cute nickname, or . . . ? All your posts fastidiously adhere to it that I’m just curious how it arose.

This question actually beats me. Didn’t think too much about that while typing lol.

Now I changed them all to CA for clarity purposes :P

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

When you say that you want the CF generation from attacks to be increased “Immensely” I hope you don’t mean you want it to be better that healing. Healing needs to be better because we only have one specialized weapon that’s good at it, and all weapons have numerous ways of generating multiple hits. Increasing the generation from attacks does need to be increased to a noticeable point, but I wouldn’t say “immensely.”

I like the changes to astral wisp. Seeing as how it does damage on arrival, it would be cool if it could heal on arrival if you targeted an ally. While the aoe damage is nice, I don’t think it adds too much flavour to the skill. Right now this is very fire and forget, I don’t think your change would make it too much more skill based. I would take some beneficial effect on allies it passed through or like a condi cleanse or a disabling effect such as a daze on the first enemy it hits over aoe damage. That can just be added in some other place.

Ancestral Grace changes look nice, but with the condi removal this would become a better version of Rev Staff 4. It would do the same thing, but with an enormous dash first. Seeing as we already do a fair bit more healing than them, I don’t think this would go well. Perhaps an aoe blind on arrival or some boon like vigor would work and it would synergize with Nature Magic a bit.

Buffing the immobilize on Vine Surge and adding some condis on hit is a good idea, although I wouldn’t make it a lower recharge, higher target cap Entangle just as a skillshot instead of an pbaoe. Other people have been suggesting a short duration cripple field in its wake. Getting rid of the condi removal is a smart choice I feel. It seems really weird here.

Cosmic Ray could just keep its healing and do a bit of damage to boot… Vulnerability could be put on a different skill.

Seed of Life, like that you didn’t remove the heal. I wouldn’t get rid of the delay entirely, just reduce it. The seed needs to grow after all. It shouldn’t remove that many condis. Keep in mind with full glyphs you can have 5 of these available back to back. Maybe keep it at 2 conditions removed, but have to apply a few seconds of resistance. Not so much a strong cleanse tool but a small one and sustainable relief if you cast it back to back.

Please don’t do that to Rejuvenating Tides. I love it as a very strong aoe heal over time and water field. It does need some other aspect though. For one thing, you shouldn’t have to channel the entire thing. You should activate it with a shirt cast time, and them be free to use skills for the next few seconds while it heals. Adding pulsing stability would be nice and work especially well for Natural Convergence.

Natural Convergence shouldn’t immobilize on every pulse, that’s what the final pulse is for. Immob throughout the channel makes the payoff not as satisfying. Perhaps it should stack a fair bit of Vulnerability to enemies that suffer all hits to add to the set up skill for big damage they portrayed this skill as. Movement makes this skill a bit too strong IMO, with some small buffs and my stability change to Tides you’d be safe to sit in this field and get heals and stability while channeling 5 so it wouldn’t be too punishing to stay still.

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Posted by: Aomine.5012

Aomine.5012

When you say that you want the CF generation from attacks to be increased “Immensely” I hope you don’t mean you want it to be better that healing. Healing needs to be better because we only have one specialized weapon that’s good at it, and all weapons have numerous ways of generating multiple hits. Increasing the generation from attacks does need to be increased to a noticeable point, but I wouldn’t say “immensely.”

I like the changes to astral wisp. Seeing as how it does damage on arrival, it would be cool if it could heal on arrival if you targeted an ally. While the aoe damage is nice, I don’t think it adds too much flavour to the skill. Right now this is very fire and forget, I don’t think your change would make it too much more skill based. I would take some beneficial effect on allies it passed through or like a condi cleanse or a disabling effect such as a daze on the first enemy it hits over aoe damage. That can just be added in some other place.

Ancestral Grace changes look nice, but with the condi removal this would become a better version of Rev Staff 4. It would do the same thing, but with an enormous dash first. Seeing as we already do a fair bit more healing than them, I don’t think this would go well. Perhaps an aoe blind on arrival or some boon like vigor would work and it would synergize with Nature Magic a bit.

Buffing the immobilize on Vine Surge and adding some condis on hit is a good idea, although I wouldn’t make it a lower recharge, higher target cap Entangle just as a skillshot instead of an pbaoe. Other people have been suggesting a short duration cripple field in its wake. Getting rid of the condi removal is a smart choice I feel. It seems really weird here.

Cosmic Ray could just keep its healing and do a bit of damage to boot… Vulnerability could be put on a different skill.

Seed of Life, like that you didn’t remove the heal. I wouldn’t get rid of the delay entirely, just reduce it. The seed needs to grow after all. It shouldn’t remove that many condis. Keep in mind with full glyphs you can have 5 of these available back to back. Maybe keep it at 2 conditions removed, but have to apply a few seconds of resistance. Not so much a strong cleanse tool but a small one and sustainable relief if you cast it back to back.

Please don’t do that to Rejuvenating Tides. I love it as a very strong aoe heal over time and water field. It does need some other aspect though. For one thing, you shouldn’t have to channel the entire thing. You should activate it with a shirt cast time, and them be free to use skills for the next few seconds while it heals. Adding pulsing stability would be nice and work especially well for Natural Convergence.

Natural Convergence shouldn’t immobilize on every pulse, that’s what the final pulse is for. Immob throughout the channel makes the payoff not as satisfying. Perhaps it should stack a fair bit of Vulnerability to enemies that suffer all hits to add to the set up skill for big damage they portrayed this skill as. Movement makes this skill a bit too strong IMO, with some small buffs and my stability change to Tides you’d be safe to sit in this field and get heals and stability while channeling 5 so it wouldn’t be too punishing to stay still.

For CF generation on attacks, what I meant by immensely, is ofc not exceeding the CF gained from healing. But currently it generates next to NO CF at all through any attacks other than staff. That’s why it need to be boasted immensely as compare to now.

For Seed of Life, I do consider the cleansing ability, and make the CD abit longer to balance it. Maybe cleanse 3 instead of 5, while shorten the delay of blossom, and keeping the 5 CD then?

Natural Convergence is like pulsing immobilize, making people who try to get near you harder to reach you, and help allies to catch the foe more easily. I do not meant to “self root” yourself, but actually the other way round :P. This skill pulses 5 times, so 5 one-second immobilize while able to move yourself sounds reasonable :P

Thanks for the Feedback again~

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

Glyph of Rejuvenation does need a bit more oomph.

The changes to Alignment make it a tad overloaded, but it is lacklustre in its current state. Make the stunbreak on the normal version of this skill instead of the CA form. Glyph of Equality already has the stunbreak for CA.

Equality could daze for a bit longer, agree there. It can be cast while disabled to counter disable, so the stun breaker here isn’t too important. The CA version cleanses condis as well, seeing as how CA Alignment already does this I would definitely take the Stability over the condi removal, but it shouldn’t have both.

I agree with swapping the effects for Tides, but I think you have an addiction to stun breaks. Add slow or something to enemies it hits in normal form and protection to allies in CA cuz yeah, it’s a pretty plain skill.

Nothing to say about the changes to normal Empowerment, but keep the healing buff for allies as well in CA. It’s very unique and being able to being able to make your team capable to heal everyone up to max without a water field is nice.

Glyph of Unity needs changes. Yup. Weird skill.

(edited by Treetoptrickster.4205)

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Posted by: Aomine.5012

Aomine.5012

Glyph of Rejuvenation does need a bit more oomph.

The changes to Alignment make it a tad overloaded, but it is lacklustre in its current state. Make the stunbreak on the normal version of this skill instead of the CA form. Glyph of Equality already has the stunbreak for CA.

Equality could daze for a bit longer, agree there. It can be cast while disabled to counter disable, so the stun breaker here isn’t too important. The CA version cleanses condis as well, seeing as how CA Alignment already does this I would definitely take the Stability over the condi removal, but it shouldn’t have both.

I agree with swapping the effects for Tides, but I think you have an addiction to stun breaks. Add slow or something to enemies it hits in normal form and protection to allies in CA cuz yeah, it’s a pretty plain skill.

Nothing to say about the changes to normal Empowerment, but keep the healing buff for allies as well in CA. It’s very unique and being able to being able to make your team capable to heal everyone up to max without a water field is nice.

Glyph of Unity needs changes. Yup. Weird skill.

Umm. I do not have an addiction to stun-break.

It is actually essential if they want to make glyphs useful in PVP.
Otherwise some of the “utility glyphs” face direct competition with signets and survival skills. Adding this extra stun-break makes the skill that much usable.
For Equality in CA, I know there’s stunbreak, but it should do more than just that. It grants stability, making it more in line with Guardian’s shout.

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

For CF generation on attacks, what I meant by immensely, is ofc not exceeding the CF gained from healing. But currently it generates next to NO CF at all through any attacks other than staff. That’s why it need to be boasted immensely as compare to now.

For Seed of Life, I do consider the cleansing ability, and make the CD abit longer to balance it. Maybe cleanse 3 instead of 5, while shorten the delay of blossom, and keeping the 5 CD then?

Natural Convergence is like pulsing immobilize, making people who try to get near you harder to reach you, and help allies to catch the foe more easily. I do not meant to “self root” yourself, but actually the other way round :P. This skill pulses 5 times, so 5 one-second immobilize while able to move yourself sounds reasonable :P

Thanks for the Feedback again~

I saw the version if Seed of Life you made, and it does seem balanced for the recharge, but the problem is that Versant Etchings spawns one of these when you use a glyph with no ICD. It has to be balanced around being able to cast 5 back to back so long as the Glyph trait makes one whenever you cast a glyph without a recharge.

Don’t worry, I wasn’t complaining about Natural Convergence immobilizing yourself. I was saying it shouldn’t immobilize enemies with every pulse. The idea behind this skill is to disable your foes and give them warning bursts to RUN THE HELL AWAY before they take the final, very painful hit and get immobilized for days. Adding immobilize to enemies on every pulse while allowing yourself to move while channeling makes it too hard to get away from this skill’s end effect. I think you should stay rooted while channeling it, and simply keep it’s current effect, but make it far more punishing for people who don’t get to safety. Adding a lot of Vulnerability application while increasing the final Immobilization duration a bit would do that. In a group scenario those caught by the skill should be an easy kill.

No problem for the feedback, I love seeing peoples’ ideas for changes. It gets me excited about the future possibilities of the spec!

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Posted by: Treetoptrickster.4205

Treetoptrickster.4205

Glyph of Rejuvenation does need a bit more oomph.

The changes to Alignment make it a tad overloaded, but it is lacklustre in its current state. Make the stunbreak on the normal version of this skill instead of the CA form. Glyph of Equality already has the stunbreak for CA.

Equality could daze for a bit longer, agree there. It can be cast while disabled to counter disable, so the stun breaker here isn’t too important. The CA version cleanses condis as well, seeing as how CA Alignment already does this I would definitely take the Stability over the condi removal, but it shouldn’t have both.

I agree with swapping the effects for Tides, but I think you have an addiction to stun breaks. Add slow or something to enemies it hits in normal form and protection to allies in CA cuz yeah, it’s a pretty plain skill.

Nothing to say about the changes to normal Empowerment, but keep the healing buff for allies as well in CA. It’s very unique and being able to being able to make your team capable to heal everyone up to max without a water field is nice.

Glyph of Unity needs changes. Yup. Weird skill.

Umm. I do not have an addiction to stun-break.

It is actually essential if they want to make glyphs useful in PVP.
Otherwise some of the “utility glyphs” face direct competition with signets and survival skills. Adding this extra stun-break makes the skill that much usable.
For Equality in CA, I know there’s stunbreak, but it should do more than just that. It grants stability, making it more in line with Guardian’s shout.

Yeah, I liked the stability for Equality in CA, but I just don’t think it should stunbreak in normal when it does in CA.

Tides is definitely a skill that would make a good defensive or offensive stunbreak, but I just think it’s a bit too good to have 3 of the 4 utility glyphs have a stunbreak on them.
That’s what I was getting at. I would honestly rather have it here than on Alignment like I said earlier.

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Posted by: CandyHearts.6025

CandyHearts.6025

I like your ideas but I really do not want to have to target allies. (they aren’t able to be tabbed to, and clicking can be a mess in many situations)

Also I love my CF 4 as it is.

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Posted by: Aomine.5012

Aomine.5012

Btw here’s the reference of Roy saying Druid is suppose to be a “burst heal” class.

https://forum-en.gw2archive.eu/forum/professions/revenant/How-can-Ventari-compete-with-Druid/first

That’s why I get rid of Cosmic Ray’s healing entirely because it certainly doesn’t match the description of a “burst heal” class.

That’s why I change the effect of Rejuvenating Tide entirely. I do understand why people love this skill the way it is in WvW though :P

(edited by Aomine.5012)

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Posted by: Earix.5684

Earix.5684

You yourself notice how abnormal rate of entering Avatar in a zerg fight right?
The general change already said it. “You will no longer get CA bar when you heal full health target”, meaning you cannot just spam 1 in a zerg and enter Avatar in 1 second. In return, you no longer exhaust your CA bar when exiting. In order to balance this CA bar reservation, an ICD is unavoidable. I make it 6, which is already shorter than Death Shroud. However, this change will still be more useful in other situations that’s not a zerg. (namely PVP)

That’s because atm you can charge CA while healing players who are already at full HP (or even your pet if you are solo). This BUG is going to be fixed (as you noticed yourself in the general changes). The CA bar won’t be filled so easily. I would rather be limited by my lack of activity (resulting in less resource generation) than be locked by some lazy cooldown addition. If celestial bar generation is well tuned, you WON’T need a CD.
All they have to do is tune our resource generation. No need to fix an issue TWICE ;)

Cosmic Ray is an redundant skill, and does not fit the “burst heal” nature of Anet’s claim. It also makes you have no dps in CA form, which is bad for PVP in general. For WvW you lose all tagging ability when in CA too. Also, by applying AOE vulnerabilities, it’d help in the offensive support aspect of Druid.

Tagging doesn’t define a class skill bar. The celestial bar won’t be so easy to fill, you will spend more time outside of Celestial Avatar and actually use your weapon to tag. Whenever you switch to Celestial Avatar, it’s because YOU HAVE to burst heal. I would rather keep a #1 GTAoE heal with a shorter delay between the cast and the actual heal than pew-pew-tag for crappy damage.

For Rejuvication Tide, I thought about it alot. I do aware how much it heals in a GROUP FIGHT. But this is exactly the problem here. It makes Druid such a spammy heal class that doesn’t require too much thinking, and just click heal skills on CD. Do you aware the base healing number I attached to this skill? This number is very similar to the entire 2.5 secs channel total healing amount, but now it’s 1200 range, scales so well if you have Healing Power (if you have 1200 healing, you’d heal 8600), and grants protection. This is so much more useful in many situations other than zerg, such as in raid and in PVP, and fit the “burst healing” theme of Druid very well.

Single target healing is a good idea even if I don’t see it being implemented in this game (technical limitations). However losing Rejuvication Tide would really hurt druid in WvW. This skill is one of our best skills : HoT (less overhealing) and a moving water field (= burst heal potential).

Think about it ;)

Earix – GvG Player – Druid / Soulbeast
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Posted by: Fashion Mage.3712

Fashion Mage.3712

Changing Cosmic Ray to Wave of Farming V2? No thank you.

Btw here’s the reference of Roy saying Druid is suppose to be a “burst heal” class.

https://forum-en.gw2archive.eu/forum/professions/revenant/How-can-Ventari-compete-with-Druid/first

That’s why I get rid of Cosmic Ray’s healing entirely because it certainly doesn’t match the description of a “burst heal” class.

That’s why I change the effect of Rejuvenating Tide entirely. I do understand why people love this skill the way it is in WvW though :P

What’s ironic in that context is that Ventari is probably better at burst healing than druids are, also, Roy wasn’t in charge of the druid, so that may just be personal opinion. I think it should also be mentioned that the devs thought it fitting to call dragonhunters “backline support”, so I don’t know how much their opinions are worth either.

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Posted by: Lome.8239

Lome.8239

A random player is suggesting we rework an elite specialization created by paid game designers before it has seen play on live servers.

That’s what this thread is.

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Posted by: Aomine.5012

Aomine.5012

A random player is suggesting we rework an elite specialization created by paid game designers before it has seen play on live servers.

That’s what this thread is.

So.. your point is?

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Posted by: Swagger.1459

Swagger.1459

And you couldn’t put this in the main feedback thread because?

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.