(edited by anduriell.6280)
Suggested Spirits QoL/Improvement
The idea of the wisp are old but still the best suggestions still.
The effects on the other hand are pretty OP (on the defensive site) , every 5s a block for the ranger sounds kinda over the top dmg mitigation.
The rotation mechanics would bring a positioning aspect into the game that could make group content more difficult.
My suggestion since 2015:
Give all spirits a blunt buff like frost spirit has. Keep it simple.
Activations are ground targeted, old animations (with bigger oakhearts for better visbility in pvp).
Spirits are attached to the ranger (as wisps) and buff up to 5 allies besides pet and ranger.
Frost keeps its effect.
Sun gets 10% more condi dmg.
Water pulses heals and improves 10% incoming healing.
Stone decreases incoming dmg by 10%
Storm increases outgoing crit dmg 10%/ or crit chance increase
Nature decreases incoming condi duration for 15% and increases boon duration for 15%
Spirits are active for a duration.
Trait: Spirits activate on rangers position when duration ends.
Keep boon pulses the same. Cd reduction same as before.
9 Sylvari, 9 unique Builds.
I prefer static buffs like the ones Insane suggested – keeps things simple. If just making small adjustments to how current Spirits currently work, I’d be okay with a few things:
- Spirit % chances removed.
- Frost Spirit permanently gave 7.5% increased damage (its current average).
- Water, Stone, and Storm Spirit passive ICDs reduced from 10s to 8s.
- Storm Spirit vulnerability duration reduced from 10s to 8s.
- Nature’s Vengeance also increased the passive radius by 50%
(to make up for mobile Spirits being removed)
Again, I’d rather have what Insane posted, but I’ll also take these tweaks, too.
Will update once Path of Fire releases.
I think you will find the problem is that the processing cost is, in essence, the cost of finding, and applying, and calculating the results of, the buffs across multiple players — rather than the things that you (probably correctly) identify as modified here.
That is, changing the zone of effect, and adding and removing the buff, probably costs more overall than the existing model would.
Btw i would change the topic to “Suggested Spirits QoL/Improvement” maybe they adress the wonky buffing of the spirits in the next update.
9 Sylvari, 9 unique Builds.
topic is changed.
I don’t think it is overpowered To have 1 block every 5 seconds that the enemy player can counter as easy as to use tab to select the spirit and hit it twice or three times with the autoattack of choice to kill it. We have 1 second evasion every 2 seconds in the Greatsword auto attack and nobody is complaining.
It will persuade the enemy players to actually play against the ranger mechanic, that actually it is to have more than one target (such the pet is or should be) to have to be worried about. Otherwise i dont see the point of having killable spirits, roots and blackholes ¿?
About the performance, aoes seem to be calculated at client side, what needs to transport to the server is how other players interact with them. Having an additional object having random collisions with many players generate a lot of traffic. Freeing the wisps from aoe conditions and most damage except when targeted should free up bandwidth. Also not having to calculate the collision of a 3d object in a 3d space, but just a 2d ground aoe, should be very performance friendly at client side.
I don’t think it is overpowered To have 1 block every 5 seconds that the enemy player can counter as easy as to use tab to select the spirit and hit it twice or three times with the autoattack of choice to kill it. We have 1 second evasion every 2 seconds in the Greatsword auto attack and nobody is complaining.
People don’t complain about our evasion uptime with Greatsword since we have to auto attack in order to get it – and the auto hits for low damage.
Blocking an attack every 5s that can also apply to multiple allies is not overpowered, but it’s powerful enough to throw things off.
Imagine if core Guardian’s Virtue of Courage, when activated, created a shield that pulsed aegis every 5s to nearby allies and had its cooldown reduced to 20s.
Place yourself on the other end and think about how that would get a bit out of hand, especially when adding more players that provide the same effect.
But if you really want to push the idea, adjust the cooldown accordingly. Preferably, at 90s, and make the active worth while. Trading (essentially) aegis for an aoe snare is hardly worth the effort.
Will update once Path of Fire releases.
Just make spirits mobile please.
Just make spirits mobile please.
It would make them massively more useful but the fact that you can kill them of very fast makes it more useful to give them some form in which they cannot be attacked.
9 Sylvari, 9 unique Builds.