Overall Spirit gameplay was improved this patch.
I’m glad they firmly decided between minion and turret playstyles. And I have to admit, they chose well. I legitimately do find myself wondering if I should nuke the spirit to reposition it or in a handful of cases benefit from the passive longer. In general, this is good work, and exactly what the line needed.
……But it all kind of left me with a terrible realization.
I know this sounds crazy, but, I think Spirit of Nature is in a bad place now.
Hear me out!
The effect is undeniably potent and ‘worthwhile’…but the gameplay behind achieving the effect seems shallower and more frustrating than its cousins. I think it’s because I’ve got some reasonable ability to predict and manipulate the movement trajectory of mobs, but there isn’t something similar for people (other than myself). AOE rezzing is awkward to try to be pre-emptive about, because the situations you use it in specifically aren’t planned for and aren’t in your hands to manipulate. I end up having to use it reactively, which comes across unnecessarily sluggish and noticeably missing the internal debate of persisting spirit/active effect that is more or less the saving grace of this entire operation.
Ultimately I end up thinking Spirit of Nature needs a revamp.
It should still be something that synergizes with other spirits, but also meaningfully contributes to teamplay outside of worst-case scenarios. The self-resurrection trick is a great skill-ceiling reward for a pet class, but honestly it could be available through Search & Rescue just as well as it could here – and would be a much needed buff to a thoroughly overshadowed utility. Similarly, Water Spirit could really step up and take it’s place as the ‘Healing’ Spirit and start competing for the healing slot in general, if the Condition Removal functionality was transported over from Spirit of Nature to Water Spirit.
If I may make the following suggestions:
( tangentially related Baseline Change:
Moving Enlarged from: Grow larger; deal 25% more damage and move 50% faster, To: You become larger; dealing 25% more damage and gaining a Breakbar. So Signet of the Wild would shuffle around it’s elements to something like:
Signet of the Wild: 62 heal
You become enlarged and move faster.
Enlarged: you become larger; dealing 25% more damage and gaining a Breakbar
Movement speed increase: 50%
Duration: 6 seconds)
Water Spirit
Healing: 805
Water Spirit Buff effect: 75% chance on hit to gain Regeneration.
Number of Targets: 5
Duration: 60
Radius: 1,200
—>Aqua Surge
Initial Self Heal: 3,865
Water Spirit Heal: 1,930
Number of Conditions Removed: 3
Number of targets: 5
Radius: 240
Search and Rescue
For a span of time your pet will seek out and revive a downed ally. If you are downed anytime during the seeking duration, the pet will trade its life to resurrect you.
Cooldown: 85 seconds
Seeking Duration: 2 seconds
Does not work on Defeated allies
Range 1,200
Spirit of Nature:
Grants Boon Duration and Condition Duration to allies.
Nature Spirit Buff effect: Boon Duration + 30% and Condition Duration + 15%
Number of Targets: 5
Duration: 60 seconds
Radius: 900
—>Nature’s Gift:
Your allies gain the effect of Enlarged.
Enlarged: you become larger; dealing 25% damage and gaining a Breakbar
Number of Targets: 5
Duration: 6 seconds
Radius: 480
Nature’s Vengeance
Each of your Spirits pulses a particular boon every 3 seconds. 50% activated effect range increase. If a Spirit becomes Enlarged the Number of Targets for all abilities and effects is increased to 10 and the Enlarged Breakbar replaces the Spirit’s healthbar for the duration.
Frost: Fury (1 second)
Sun: Might (2 seconds)
Earth: Protection (1 second)
Lightning: Swiftness (2 seconds)
Nature: Stability (1 second)
Water:Vigor (1 second)
(edited by Vox Hollow.2736)