suggstion spirt rework!
Not the first time it was suggested… The problem behind Spirit Ranger was the zoo effect, simple change would be to make the spirits not have a physical form to get rid of the problem and keep them mobile like a wisp that circles around you, but why do that when you can kill the build entirely when the actives for spirits are meant to be used while moving….
I kinda like this idea:
Something like.
1. No more spirit avatar. Instead there is a slow-moving wisp that circles your pet with a radius of 600.
2. Each time the spirit passes through an ally, a buff is provided.
3. Once buff is provided, that wisp becomes ’inactive" for that player for 5seconds.
Not the first time it was suggested… The problem behind Spirit Ranger was the zoo effect, simple change would be to make the spirits not have a physical form to get rid of the problem and keep them mobile like a wisp that circles around you, but why do that when you can kill the build entirely when the actives for spirits are meant to be used while moving….
dont get it, why the zoo effect was bad?
actually having more pets around was something that did benefit greatly the survival of the ranger. same as the army of clones the mesmer can drop, or the minion master.
if it was just because the ranger only can have one pet is really discouraging for me to think there is going to be hope to get kitteneful class like ever.
I kinda like this idea:
Something like.
1. No more spirit avatar. Instead there is a slow-moving wisp that circles your pet with a radius of 600.
2. Each time the spirit passes through an ally, a buff is provided.
3. Once buff is provided, that wisp becomes ’inactive" for that player for 5seconds.
Having to get the buff applied through a wisp oassing through you, most likely similar to Astral Wisp on staff, sounds pretty bad to be honest. Just have it act as an aura being emmited from either you or(and) pet, similar to group trait buffs like Spotter, Empowering Allies, etc.
Not the first time it was suggested… The problem behind Spirit Ranger was the zoo effect, simple change would be to make the spirits not have a physical form to get rid of the problem and keep them mobile like a wisp that circles around you, but why do that when you can kill the build entirely when the actives for spirits are meant to be used while moving….
dont get it, why the zoo effect was bad?
actually having more pets around was something that did benefit greatly the survival of the ranger. same as the army of clones the mesmer can drop, or the minion master.if it was just because the ranger only can have one pet is really discouraging for me to think there is going to be hope to get kitteneful class like ever.
It was bad because people cried about it on the forums, so anet ‘fixed’ the issue
snop
snep
It was bad because people cried about it on the forums, so anet ‘fixed’ the issue
yes that was what i knew.
such a shame, spirits were so much fun before the nerf (before even the static nerf hammer).
i did love them mobile and the thing that cast their skill when dead. because we dont have any means to know how long is left for the spirit ( not the health bar and not the time left) is impossible to know when to cast the active.
Turning the pet into the buff source would make it much more useable for me. Would also make some direct counterplay (a dead pet can’t do anything). It also wouldn’t be so divergent a playstyle from the other ranger builds (easier to fit spirit buffs into a build if it doesn’t confine us into a set location). Would be good for BM builds as well as the standard support builds. And I could see people running even something like full spirits if the effects were actually based on the pet.
Kind of a big rework. But its something I would hope to see eventually.
Edit: Another benefit is that you could have your pet in melee providing buffs around it while your at range. Would further decrease the typical issues with a ranged playstyle for people that prefer the longbow. We already have self might capabilities and can cap ourselves out easily. Our biggest issue is that our ranged dps is lower than our melee by a significant amount. And that its much easier to maintain buffs like frost spirit when your in melee range.
(edited by Shadelang.3012)
Just swap their actives and spawns.
By pressing the ability – it’s active would take place and near you a spirit with it’s health pool providing bonuses would spawn. Killing it would mean lower buffs uptime. Adjust duration (to let’s say 15 seconds with a 30 second cooldown. Keep in mind that dead spirit provides buffs for roughly 13 seconds after it’s death).
Easy, simple, no new coding or mechanics, user-friendly… Why add so many new stuff when it’s not needed?
Bumping cause I would like to see spirit rework.
I actually really like the idea of changing the spirits to wisp of some sort. More thematically than gameplay wise. I don’t like how all the spirits look the same just slightly different hue. The oakheart model is also underwhelming because I tend to associate oakhearts with their size. A wisp ties into the theme well, and I would like to see the spirits reworked to provide more synergy with druid.
I do not like the spirits as skills in the current form though. They seem like glorified banners that can die atm. Just very boring. We need to keep the effects that keep the ranger essential in the meta though, like Frost Spirit’s damage increase.
Just swap their actives and spawns.
By pressing the ability – it’s active would take place and near you a spirit with it’s health pool providing bonuses would spawn. Killing it would mean lower buffs uptime. Adjust duration (to let’s say 15 seconds with a 30 second cooldown. Keep in mind that dead spirit provides buffs for roughly 13 seconds after it’s death).
Easy, simple, no new coding or mechanics, user-friendly… Why add so many new stuff when it’s not needed?
I don’t understand this
I think he’s saying have the active effect proc when the Spirit is summoned and activating the Spirit again would be just a kill-switch.
Will update once Path of Fire releases.
I think he’s saying have the active effect proc when the Spirit is summoned and activating the Spirit again would be just a kill-switch.
Indeed.
Rather than summoning a spirit and then sacrificing it – the spirit would spawn by using it’s active. You could simply kill it with 2nd activation if you need to reposition.
What would be interesting is if the rework came in the package of a new elite spec. Maybe bring Ritualist back, as a ranger variant.
Something like:
Minor Trait: Restless Spirits – Summoned Spirits that you control have 75% reduction in cast time for active abilities. Summoning spell recharge reduced by 30%.
Major Trait: Enraged Spirits – Summoned Spirits that you control can now attack nearby targets.
Master Trait: Grasp of the Mist – Sacrificed or killed spirits emit a fire/burning AOE before they die.
Elite Skill: Summon Spirits – Spirits that you control teleport to your location and are healed.
F2: Avatar of the Mists, Gated by Astral Force, charge replaces your weapon skills with offensive summoned spirits (Pain, Bloodlust, Shadow…)
@Mouse
Sacrificed a whole Elite Spec just to fix something that should have been done a long time ago in the 1st place?
Nope. That’s a no for me.
Ideas are nice, but I don’t want them as an Elite spec.
(edited by Tragic Positive.9356)
@Mouse
Sacrificed a whole Elite Spec just to fix something that should have been done a long time ago in the 1st place?
Nope. That’s a no for me.
Ideas are nice, but I don’t want them as an Elite spec.
Guess what~~~~
Just like how DareDevil is Acrobatics 2.0 and Herald is Spirit Ranger without physical bodies for the buffs
If ANet was just to rebalance, the most we would see is some coefficient adjustments on the existing skills. An Elite spec means that fundamental changes to how the class works are not off the table. The fact that the Elite has synergy with the existing Nature utilities would just be gravy.
Besides which, the mutual exclusion sacrifice would be a matter of build customization. There’s 9 other traits to define, 4 utillities, and a new weapon. Surely there’s room for “Marksmanship 2.0” with the remainder of the specialization.
If ANet was just to rebalance, the most we would see is some coefficient adjustments on the existing skills. An Elite spec means that fundamental changes to how the class works are not off the table. The fact that the Elite has synergy with the existing Nature utilities would just be gravy.
Besides which, the mutual exclusion sacrifice would be a matter of build customization. There’s 9 other traits to define, 4 utillities, and a new weapon. Surely there’s room for “Marksmanship 2.0” with the remainder of the specialization.
Assuming that Marksmanship has literally nothing in common with being a Marksman except 1 Grandmaster trait … Yup, there is a lot of space to address ranged play-style.
I honestly dont see what’s wrong with the “Zoo effect” when we have Minion Master Necros running around, and Spirits do nothing but buff you/allies close by….
Anyway, the Wisp thing would be cool if it makes the Ranger/the pet a pulsing buff field. While the effect is in play, an appropriate clolored Wisp circles the Ranger or their pet, and like the original utility, the “destruct” skill still works around whoever the wisp circles. Maybe, much like a triggered trap, the Spirit active can create fields upon use in tandem with their effects:
Frost – Chills, leaves behind a Frost Field
Sun – A brilliant burst of light that blinds and leaves behind a fire field
Storm – Dazes, leaves a lightning field
Nature – No change, works similarly to Battle Standard in Rallying close by allies
Stone – AoE Protection for you and nearby allies or maybe an AoE immobilize
Edit: The range would probably have to be reduced if the buffs are this portable, though – probably to something between 600~900
(edited by Euthymias.7984)
if we go for the wisp thing maybe this is a crazy idea but: why dont make them work as some sort of aegis?
while the wisp float around the ranger it gives the passive.
then the ranger could decide to sacrifice the wisp for the active, or the wisp will block one attack (like the aegis) and then cast the active.
i like the idea, do you think could be op to block one attack? the idea behind is to give the enemy players some sort of counter against the buffs that the spirits gives.
if we go for the wisp thing maybe this is a crazy idea but: why dont make them work as some sort of aegis?
while the wisp float around the ranger it gives the passive.
then the ranger could decide to sacrifice the wisp for the active, or the wisp will block one attack (like the aegis) and then cast the active.
I dont think its necessary. Imo, you’ll already get a lot out being a mobile buff-field without worrying about your spirits dying off or being displaced fom AoEs and knockbacks, and thats before factoring in the GM trait adding to their effects.
I think he’s saying have the active effect proc when the Spirit is summoned and activating the Spirit again would be just a kill-switch.
Indeed.
Rather than summoning a spirit and then sacrificing it – the spirit would spawn by using it’s active. You could simply kill it with 2nd activation if you need to reposition.
Ah, ok. I do think the actives need to be stronger though. But do this ANET.
I’d like if they just worked like guardian spirits; summon them, they have their own attack, and you activate them for a special attack on a separate cooldown.