(edited by Treetoptrickster.4205)
Spirit Rework Ideas
I feel that spirit balance needs to be based on large area effects especially due to them no longer moving with you. 360 just wont cut it, but there are some interesting concepts here that I wouldn’t mind seeing if done correctly.
I feel that spirit balance needs to be based on large area effects especially due to them no longer moving with you. 360 just wont cut it, but there are some interesting concepts here that I wouldn’t mind seeing if done correctly.
360 is the size of Barrage. I actually think any higher range would be too strong. The changes were meant to make spirits powerful, long lasting moderately sized area affects. Their limitation is that they have a set range and can’t move. Consider this… Imagine 50% retaliation uptime and 40% chill uptime for 1 minute with the current spirit aoe size. The size is meant to help with counter play. You can zone enemies out of it by dropping a meteor shower or a barrage on top of it or just stay out of it yourself. It would be very hard to deprive opponents of the boons or avoid the conditions with a huge area say the size of Warrior banners. However I do agree that there needs to be some way of moving the area. Hmmm.
How about this, NEW TRAIT!
Spirit actives are ground targeted and teleport your spirit to the selected zone. Spirit effects are unblockable.
Maybe that could be baseline.
I also want to say that spirits would be quite obvious. The pulse would be a visible wave and you could see the spirit charging it up. So like, the pulse animation would begin about one and a half seconds before the effect and spirits would raise their fist and smash it down. That way you would know to run into the effect or get out of it. The same kind of thing would happen before they use the active effects.
Thanks for taking the time to provide feedback!
I’m with Lethal on this one; 360 range is too small. Consider Engineer’s Experimental Turret trait that allows turrets to grant boons within a 600 radius, equal to an untraited Warrior Banner. You would be better off separating the radius of boons to allies and conditions on nearby enemies.
Will update once Path of Fire releases.
I think spirit passives should remain the same, their range should increase significantly so they cant easily be cleaved if they are well placed and their health should stay the same or decrease. They should be instant cast also. The largest difference would be that all the actives are instant and centered around the ranger if the ranger is within range of the spirit. If not in range the active cannot be used. This makes spirits and the ranger extremely powerful in the ideal situation. Since the spirits are fragile, they will be important points of focus. Good placement may ensure they dont get easily cleaved bu random melee but well placed aoes or focus fire from opponents will still kill your spirits.
This ranger will be very powerful 1v1 if given time to set up a killzone. Roamers will have to down the earth spirit fast. The ranger will have to defend it. At the same time, it will be a pretty poor roaming 1v1 fighter since poor positioning of spirits will make them vulnerable.
I think they are going to need a huge range to be at all effective, if the passive buffs remain anything like they are now, the spirits would need a range of 1200 imo. Any smaller and you cannot really place them where they will not be killed immediately.