Hey Forum Folk,
I know a decent amount of whats below is a bit of a re-telling, but I thought I’d give the discussion a bump with a freshly CDI-formatted post.
Proposal Overview
As a form of horizontal progression, the Mesmer would benefit from an additional, alternate behavioral set for phantasms. Functionally, these changes would treat phantasms more like standard attacks and utilities, and less like AI summons.
Overall, a Mesmer utilizing this alternate behavioral set should feel stronger and more relevant in a larger engagements at the cost of feeling more resource starved in smaller engagements and duels.
Goal of Proposal
Due to their glassy, target-locked nature, phantasms, which can represent a significant portion of a Mesmer’s presence, drastically lose value in larger engagements where enemy AoE and cleaving are ubiquitous.
Further, in their current manifestation, phantasms promote a heavy reliance on AI, which is widely viewed as unengaging both to play-as and to play against.
Therefore, the primary goals of this proposal are to
- Increase the Mesmer’s ability to contribute in larger-scaled engagements
- Promote active, skill-driven gameplay
- Provide an alternative play style for those who appreciate the Mesmer profession, but do not enjoy reliance on AI
Proposal Functionality
Many skill cool downs, cast times, damage values, and other factors will likely need to be adjusted to accommodate new behavioral patterns; however, such things are not quantitatively discussed in this proposal in an attempt to focus on higher-level design points. Any numbers mentioned here are purely “ball-parked.”
Seminal Changes (apply to all phantasms)
- Phantasms act only once per summoning and are then removed.
- Phantasms are invulnerable.
- Phantasms that act through AoE are now ground cast, rather than target cast.
- Phantasms do not count towards the 3-illusion maximum and cannot be shattered.
Phantasmal Berserker: Click and hold to designate origin location. Drag and release to designate attack direction.
Phantasmal Mage: [Functionality Change] This is now an AoE attack with radius 240. The iMage will be summoned in a random area near the target area to preform its attack and to indicate to the opponent that the attack is being preformed.
Phantasmal Duelist: Only adjusted by seminal changes.
Phantasmal Warden: Now summoned as an AoE ground cast.
Phantasmal Defender: [Functionality Change] This is now an AoE spell with radius 240. It now also has a short, timed-life. The iDefender will be summoned in the center of the AoE to preform its ability and to indicate to the opponent that the ability is being preformed.
The next batch of proposed changes are mostly for discussion purposes, as bundling them with the above changes may give the Mesmer an unwieldy amount of AoE and/or devalue some tools that might balance out the play style of new behavioral set.
Phantasmal Warlock: [Functionality Change] The iWarlock is now an attack that does less base damage, but its now AoE with radius 240. The iWarlock will be summoned in a random area near the target area to preform its attack and to indicate to the opponent that the attack is being preformed.
Phantasmal Disenchanter: [Functionality Change] This is now an AoE spell with radius 240. The iDisenchanter will be summoned in a random area near the target area to preform its ability and to indicate to the opponent that the ability is being preformed.
Phantasmal Duelist: [Functionality Change] Added piercing attacks and a widened cone of fire. Click and hold to designate origin location. Drag and release to designate attack direction.
All changes would be made through trait selection, most likely via a hefty Grandmaster trait with some associated master/adept traits.
The following could be used To distinguish traited/untriated Mesmers:
- A permanent buffbar icon, both to phantasms and the sourcing Mesmer
- A distinguishing particle effect (e.g. Ele’s have attunements represented around their wrists)
- A different coloring/texturing of phantasms (recommended: dark purple)
Associated Risks
- If implemented via the trait system, conveying the volume of changes made to the class mechanics could prove difficult. This additionally means that newer players would struggle even more when learning to duel Mesmers.
- Bugs! The Mesmer is a class well known for bugs that cripple its essential mechanics (lookin’ at you, iLeap). A large undertaking like this one would no doubt unearth some new bugs.
(edited by Tauhx.2504)