Laila Lightness.8742 Posted December 12, 2018 Share Posted December 12, 2018 Would you want it to be in theory. To encourage more active play with them. In my opinion they are rather boring skills with no active play but a unique buff pulse out. Link to comment Share on other sites More sharing options...
Krispera.5087 Posted December 12, 2018 Share Posted December 12, 2018 I just want active play from them. Beside the theme and some differences, are they that different from Facets ? No, they aren't. If anything, Herald is Spirits 2.0.If they were mobile, that would be great. All the Active Effects are terrible and takes forever to land. Right now, they are just stationary totems, that's it.We are in need for a Spirits re-haul. Link to comment Share on other sites More sharing options...
Prophet.1584 Posted December 12, 2018 Share Posted December 12, 2018 change the unique buffs to boons, or to a stat increase similar to banners and make them facets like the Herald that pulse off of the ranger without an upkeep cost but a time limit and cooldown like now. Link to comment Share on other sites More sharing options...
InsaneQR.7412 Posted December 13, 2018 Share Posted December 13, 2018 @Krispera.5087 said:I just want active play from them. Beside the theme and some differences, are they that different from Facets ? No, they aren't. If anything, Herald is Spirits 2.0.If they were mobile, that would be great. All the Active Effects are terrible and takes forever to land. Right now, they are just stationary totems, that's it.We are in need for a Spirits re-haul. I have a different proposal.I actually want them to be exactly like spirit weapons just with unique buffs that last a bit and an initial skill on activate.Guardian spiritweapons now are called spirits too so both coulf have a possible rune interaction. All spirits have 2 charges that recharge every 20s. The buff they provide last 20s, so you have to cast them back to back to keep them active.Nature's Vengeance now provides an additional charge and the spirits now splash boons out on activation.I. E. Sun Spirit: Send a Wisp on the targeted location to infuse it with the power of the sun punishibg enemies and blessing allies.Enemies get blinded and burned and the allies get the sun spirit buff.Impact area is 240 and buff area is 900.Other possibility is to make them mantras.So you buff allies for a short duration and deal some dmg and the last charge gives a longer buff and more dmg. Link to comment Share on other sites More sharing options...
Laila Lightness.8742 Posted December 13, 2018 Author Share Posted December 13, 2018 I just want them to be dmg attacks no buffs. For effects only encourage passive play we got enough dmg buffs in game as its Link to comment Share on other sites More sharing options...
Glider.5792 Posted December 13, 2018 Share Posted December 13, 2018 Where is the "I like them the way they are" option ? Link to comment Share on other sites More sharing options...
drgast.1469 Posted December 13, 2018 Share Posted December 13, 2018 Just bring back moving spirits. They were dope. Link to comment Share on other sites More sharing options...
Dadnir.5038 Posted December 13, 2018 Share Posted December 13, 2018 @"Glider.5792" said:Where is the "I like them the way they are" option ?Yeah! Thought I don't especially like they are, I'm not sure the OP is aware of the PvE cost of modifying the spirits. Druids mainly exist in raid for their spirits. The first and third options kill druids in PvE while the second option will most likely add effect on the active part of spirits which still won't be used. Link to comment Share on other sites More sharing options...
Celeste.9135 Posted December 13, 2018 Share Posted December 13, 2018 @Dadnir.5038 said:@"Glider.5792" said:Where is the "I like them the way they are" option ?Yeah! Thought I don't especially like they are, I'm not sure the OP is aware of the PvE cost of modifying the spirits. Druids mainly exist in raid for their spirits. The first and third options kill druids in PvE while the second option will most likely add effect on the active part of spirits which still won't be used.OP has previously stated in other posts that they want Druid to no longer be meta so I would guess that is why they didn't include a "keep them the same" option. This poll has an inherent bias for killing Druid in PvE. As for turning spirits into attack spells, that doesn't fit with their theme in GW2 or the original GW. In GW2 they are supportive summons that provide benefits for the team, whereas in the original they would influence the environment for both enemies and allies. Turning them into Guardian's spirit weapon attacks with no buffing or effect beyond damage would be completely non thematic for nature magic. It could be an interesting change if they retained their buffing mechanic but became spells like spirit weapons rather than summons that had an active effect along with a long lasting buff. However it could be argued this would dumb spirits down with less counter play from their current passive buffing as at least now you have to consider them being killed. If there was some interesting change proposed I wouldn't be against it but the options in this poll seem rather simple and unnecessary. Changing them from passives takes them even further from their original implementation in GW1 than they already are but since their original form doesn't really fit GW2 ideology anyway, that may not be the worst thing anyway.All I know is I'm completely against taking away their supportive nature, nature magic/Druid are a supportive style of magic so any nerf/buff/rework should not change that. Link to comment Share on other sites More sharing options...
Eramonster.2718 Posted December 14, 2018 Share Posted December 14, 2018 Need more clarifications:1) Spirit weapon treatment as in dissapear after a single cast with charges?2) Keep 'buffs' as in boons and current passives(eg. Frost spirit +5% dmg inc) and adding a new active?3) Boons are not unique; makes Option 3 a straight nerf, so no thanks. Link to comment Share on other sites More sharing options...
InsaneQR.7412 Posted December 14, 2018 Share Posted December 14, 2018 @Dadnir.5038 said:@"Glider.5792" said:Where is the "I like them the way they are" option ?Yeah! Thought I don't especially like they are, I'm not sure the OP is aware of the PvE cost of modifying the spirits. Druids mainly exist in raid for their spirits. The first and third options kill druids in PvE while the second option will most likely add effect on the active part of spirits which still won't be used.Only depends if they keep the buffs on the first option or not.Active buffing with charges and some AoE would be nice IMO. It should be coded in such a way that you can have 100% uptime on spirits but only if you play right. Link to comment Share on other sites More sharing options...
Rashagar.8349 Posted January 18, 2019 Share Posted January 18, 2019 I remember having a lot of fun theorycrafting ideas for spirit reworks before. Thing is, I still enjoy the concept/idea of immobile spirits enough that I don't really want that part to change. So I suppose new active effects are the closest option for my vote. Link to comment Share on other sites More sharing options...
Bast Bow.2958 Posted January 19, 2019 Share Posted January 19, 2019 I don't play much anymore, but I remember really liking the spirits when they moved with me in WvW. Wouldn't that invite more active play? Maybe decrease their spiritbuff-range a bit to prevent them from getting OP. And make them less susceptible for AOE but I believe that's covered already.I found it pretty neat in WvW, hanging around mid/back-line with my little zoo around me. Link to comment Share on other sites More sharing options...
derd.6413 Posted January 19, 2019 Share Posted January 19, 2019 @Bast Bow.2958 said:I don't play much anymore, but I remember really liking the spirits when they moved with me in WvW. Wouldn't that invite more active play? Maybe decrease their spiritbuff-range a bit to prevent them from getting OP. And make them less susceptible for AOE but I believe that's covered already.I found it pretty neat in WvW, hanging around mid/back-line with my little zoo around me. not really since you just poped the skill and then ignore them till they died with no regard of when and where to place them. i'd like spirits to get a bit of a rework but just making them move again would make them more passive if anything Link to comment Share on other sites More sharing options...
Maven.1690 Posted January 19, 2019 Share Posted January 19, 2019 maybe if you could merge a spirit into yourself like one does with beastmode pets for extra utility Link to comment Share on other sites More sharing options...
Bast Bow.2958 Posted January 19, 2019 Share Posted January 19, 2019 @derd.6413 said:@Bast Bow.2958 said:I don't play much anymore, but I remember really liking the spirits when they moved with me in WvW. Wouldn't that invite more active play? Maybe decrease their spiritbuff-range a bit to prevent them from getting OP. And make them less susceptible for AOE but I believe that's covered already.I found it pretty neat in WvW, hanging around mid/back-line with my little zoo around me. not really since you just poped the skill and then ignore them till they died with no regard of when and where to place them. i'd like spirits to get a bit of a rework but just making them move again would make them more passive if anythingHm yes that's true. I guess it's how you define more active gameplay. In the way you state it I agree with you moving spirits is not more active gameplay. I interpreted it otherwise. Link to comment Share on other sites More sharing options...
Kolisch.4691 Posted January 19, 2019 Share Posted January 19, 2019 What's so hard about getting those plants inside pots, arrange them on a cart and have the pets pull them around.. Link to comment Share on other sites More sharing options...
derd.6413 Posted January 19, 2019 Share Posted January 19, 2019 @Bast Bow.2958 said:@derd.6413 said:@Bast Bow.2958 said:I don't play much anymore, but I remember really liking the spirits when they moved with me in WvW. Wouldn't that invite more active play? Maybe decrease their spiritbuff-range a bit to prevent them from getting OP. And make them less susceptible for AOE but I believe that's covered already.I found it pretty neat in WvW, hanging around mid/back-line with my little zoo around me. not really since you just poped the skill and then ignore them till they died with no regard of when and where to place them. i'd like spirits to get a bit of a rework but just making them move again would make them more passive if anythingHm yes that's true. I guess it's how you define more active gameplay. In the way you state it I agree with you moving spirits is not more active gameplay. I interpreted it otherwise. having them move around doesn't make them more active or would you call AFK minion mancer active? Link to comment Share on other sites More sharing options...
Bast Bow.2958 Posted January 20, 2019 Share Posted January 20, 2019 Again, no indeed it does not. Anyone else? Link to comment Share on other sites More sharing options...
anduriell.6280 Posted January 22, 2019 Share Posted January 22, 2019 @derd.6413 said:having them move around doesn't make them more active or would you call AFK minion mancer active?Spirits don't attack so no point to have one in an afk build.Ranger used to have them mobile and in my opinion they should get that mechanic back.Why you may ask. In my perception the same as the ranger is useful in raids because the unique buffs the spirits bring, in pvp we need them mobile so we could benefit the same way our team when the gameplay is not static. After they could prove usefull or not but at least have the oportunity to use it.If your spirits don't move they can be cleaved and dead in less than a second. If they move the ranger can reposition itself so it can provide the buffs to the party and also avoid the aoes (if the spirits stay close to ranger ). There are many ways this could be implemented so they are not a hog for the server or visual clutter or useless. Link to comment Share on other sites More sharing options...
derd.6413 Posted January 22, 2019 Share Posted January 22, 2019 @anduriell.6280 said:@"derd.6413" said:having them move around doesn't make them more active or would you call AFK minion mancer active?Spirits don't attack so no point to have one in an afk build.Ranger used to have them mobile and in my opinion they should get that mechanic back.Why you may ask. In my perception the same as the ranger is useful in raids because the unique buffs the spirits bring, in pvp we need them mobile so we could benefit the same way our team when the gameplay is not static. After they could prove usefull or not but at least have the oportunity to use it.If your spirits don't move they can be cleaved and dead in less than a second. If they move the ranger can reposition itself so it can provide the buffs to the party and also avoid the aoes (if the spirits stay close to ranger ). There are many ways this could be implemented so they are not a hog for the server or visual clutter or useless.my point was that making something move around doesn't make it more active, not making something move around causes AFK builds.also you want to buff the most powerful support skills in rangers skillset by removing it's one downside because "muh buffs" Link to comment Share on other sites More sharing options...
anduriell.6280 Posted January 22, 2019 Share Posted January 22, 2019 @derd.6413 said:@anduriell.6280 said:@derd.6413 said:having them move around doesn't make them more active or would you call AFK minion mancer active?Spirits don't attack so no point to have one in an afk build.Ranger used to have them mobile and in my opinion they should get that mechanic back.Why you may ask. In my perception the same as the ranger is useful in raids because the unique buffs the spirits bring, in pvp we need them mobile so we could benefit the same way our team when the gameplay is not static. After they could prove usefull or not but at least have the oportunity to use it.If your spirits don't move they can be cleaved and dead in less than a second. If they move the ranger can reposition itself so it can provide the buffs to the party and also avoid the aoes (if the spirits stay close to ranger ). There are many ways this could be implemented so they are not a hog for the server or visual clutter or useless.my point was that making something move around doesn't make it more active, not making something move around causes AFK builds.also you want to buff the most powerful support skills in rangers skillset by removing it's one downside because "muh buffs"well not exactly, my idea about changing spirits is in one of the threads i open some time ago about reworks.I never liked how nature vengeance is defined with the pooping boons revenant style which i don't think is good for class variety. Either way i still think ranger needs the mobile spirits back so the skills may have some use outside from raids. Link to comment Share on other sites More sharing options...
derd.6413 Posted January 22, 2019 Share Posted January 22, 2019 @anduriell.6280 said:@derd.6413 said:@anduriell.6280 said:@derd.6413 said:having them move around doesn't make them more active or would you call AFK minion mancer active?Spirits don't attack so no point to have one in an afk build.Ranger used to have them mobile and in my opinion they should get that mechanic back.Why you may ask. In my perception the same as the ranger is useful in raids because the unique buffs the spirits bring, in pvp we need them mobile so we could benefit the same way our team when the gameplay is not static. After they could prove usefull or not but at least have the oportunity to use it.If your spirits don't move they can be cleaved and dead in less than a second. If they move the ranger can reposition itself so it can provide the buffs to the party and also avoid the aoes (if the spirits stay close to ranger ). There are many ways this could be implemented so they are not a hog for the server or visual clutter or useless.my point was that making something move around doesn't make it more active, not making something move around causes AFK builds.also you want to buff the most powerful support skills in rangers skillset by removing it's one downside because "muh buffs"well not exactly, my idea about changing spirits is in one of the threads i open some time ago about reworks.I never liked how nature vengeance is defined with the pooping boons revenant style which i don't think is good for class variety. Either way i still think ranger needs the mobile spirits back so the skills may have some use outside from raids. while having spirits move around might work as part of a rework, on it's own, with spirits in it's current state, is just silly sauce. Link to comment Share on other sites More sharing options...
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