Why nerf mesmers anymore?
Eh, this has been answered before. The pathing issues are – sadly – part of the engine used to create the game, and hence all such skills show issues.
Probably not going to go away any time soon, they’d have to rewrite major parts of the underlying code.
That being said, I did like the functionality, yes. It made no sense, but it was kinda cool.
You can re-design the skill to spawn the clone at the target and simply put a leap animation of the clone. Depending on if you could teleport(blink, infilt. arrow) to the enemy, the skill would work or not work. It’s been suggested before a ton of times.
Mind you, I admit I don’t really play Mesmer all that much, so yeah, my experience might be limited.
(edited by Moderator)
Mind you, I admit I don’t really play Mesmer all that much, so yeah, my experience might be limited.
Just wanted to stop by and applaud this response.
Sometimes people understand why things happen, instead of just getting mad at “the man” any time anything happens that, realistically, probably doesn’t effect them 1/10th as much as they say it does.
“He’s like a man with a fork in a world of soup.”
(edited by Moderator)
It wasn’t a nerf, it was a bug fix.
Which leads to the question: why was the skill designed so poorly in the first place? Wouldn’t it make more sense for it to teleport both the clone AND the Mesmer to the target and allow you to hit the button a second time to teleport back to the original location?
Doesn’t that make sense for a Mesmer? You just had two guys teleport into your face… which one is the real Mesmer and which one is the clone?
[BICE] Black Ice / Maguuma Server
ive played mesmer since release also. this move has been the same from release to this patch. if you think this was broken or overpowered the way it worked before this “bug fix” then i guess you got your wish and mesmers will be better off because of it. if you think the skill will function better now i guess we disagree.
What makes more sense, having a stun-break on it function in the way it did; or having the skill still generally be a mess since
r e l e a s e.
ive played mesmer since release also. this move has been the same from release to this patch. if you think this was broken or overpowered the way it worked before this “bug fix” then i guess you got your wish and mesmers will be better off because of it. if you think the skill will function better now i guess we disagree.
I never said that I considered the old skill broken or overpowered. Or that I consider the change viable in the sense of total balance for the Sword now.
Just that I can understand the bugfix from a programmer’s PoV. I do this stuff daily.
it seems the best reason to change a skill is if it kinda bothers peoples OCD.
The difference between a nerf and a bugfix is mostly a matter semantics in this case. If I-Leap had recently been changed then fixed because of unintended behavior, I would call that a bugfix. In this case, a skill which had performed in the same manner for over a year and been widely used was altered in a way which made it less effective. There were other options such as rewriting the tool tip (and there is precedent for this), but instead the skill was changed for the worse… that’s a nerf.
If you want to look at if from a professional PoV, one can only assume that there is some sort of team lead who assigns projects to his or her team instead of randomly altering code. This means that while there is a massive list of bugs for Mesmer, someone made a conscious decision to prioritize this “bug fix” instead of devoting time to fixing the other myriad issues… so if anything that should make Mesmers doubly mad.
In terms of ileap in particular they should have reworked it instead of beating around the bush about something they knew was unsatisfactory since release. I’m sure if they reworked it as a method to fix the pathing issue AND fixed the swapping without a clone bug people would be a lot more tolerable.
I’ve said it before I’m not that hard up on this whole bug fix since mesmers have had worse to adapt to but it still feels like a slap in the face with a shoddy explanation and that’s what aggravates me. It’s like someone punching you in the gut and saying “Sorry there was a fly on your vest.”
The really bad thing about this is you can counter the only reliable snare with an auto attack and don’t even get me started on AoE. More things to worry about and set up in a world where everything else can do it easier and/or is more effective.
On the plus side blade training is more valuable now.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)
It wasn’t a nerf, it was a bug fix.
Which leads to the question: why was the skill designed so poorly in the first place? Wouldn’t it make more sense for it to teleport both the clone AND the Mesmer to the target and allow you to hit the button a second time to teleport back to the original location?
Doesn’t that make sense for a Mesmer? You just had two guys teleport into your face… which one is the real Mesmer and which one is the clone?
Wouldn’t be a bad idea if your target didn’t just cleave both you and your clone. That being said, I have 2 different mesmer builds that both use sword main hand. IMO, it was a bug fix for a skill that was broken in more ways than just that 1. I can’t tell you how many times the clone would “leap” towards the target but stop halfway, making the position swap useless since you were still out of melee range. When it actually did make it to the target, I would swap and BF. I really never used it as another blink. Guess I was doing it wrong.
The way I typically use it is to generate any phantasm or clone, hit illusionary leap, swap almost immediately, dodge towards my target creating the third clone/phant and shatter. Not ideal, but that still works for me since the illusionary leap clone isn’t up long enough to get killed. It’s fun to follow immediately with blink or decoy.
I would love if they would make it so you teleport to your target yourself and create a clone at your original location. Press the button again within a few seconds and swap places with the clone that way. Much more hit and run style compared to the current run and get hit.
[Edit] Another thread reminded me of the MHS #2 skill from beta called Leap (that was replaced with blurred frenzy). Very close to what I was asking for in the previous paragraph without the ability to swap places with the clone. I’ll take that over iLeap anyday. OMG an actual gap closer for a mesmer!!!!
(edited by psyckos.6893)
Why nerf anymore ?
….
Well….
Because there is still one guy playing mesmer in high rank!
@OP: Thief called.
I really liked the way leap worked. It was effectively a shorter range albeit better infil strike. Having the clone dead force the skill from working is a huge pain to deal with.
I mean the bugfix is understandable, but the skill was so far from being overpowered, and it worked so well. If the bug was creating problems programatically, they could have also just written another method or two to allow it to function the same as it did.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
@OP: Thief called.
I really liked the way leap worked. It was effectively a shorter range albeit better infil strike. Having the clone dead force the skill from working is a huge pain to deal with.
I mean the bugfix is understandable, but the skill was so far from being overpowered, and it worked so well. If the bug was creating problems programatically, they could have also just written another method or two to allow it to function the same as it did.
A better infiltrators strike? DO you realize the damage that infiltrators strike does? Do you also realize it is a 15 second get out of jail free card (assuming you don’t receive a stun.) Do you also realize you can cast either infiltrators signet or steal and effectively double the distance of infiltrators strike to your target guaranteeing that you can instantly jump almost halfway across the map and land any number of sword combos on an unsuspecting target all without stealth.
I bet all mesmers would loveeeeeeeeeeeeeeeeeee to have had the iLeap functionality similar to infiltrators strike instead of having hands down the buggiest skill in the game and only get it nerfed more.
I think it’s just Thieves are still angry about the 2 Infiltrator’s Return nerfs. It used to be an instant cast stunbreak similar to Swap. Now Swap is the only weaponbound stunbreak and as it’s functionally similar to how Infiltrator’s Return was, it just salts the old wound seeing Mesmers complain about a skill getting nerfed that’s so similar to Infiltrator’s Strike and still has its stunbreak.
Part-time Kittenposter
I’d take ILeap over IS any day, honestly. Actually, I made my s/s mesmer on the sole principle it had a reliable instant-cast stunbreak/teleport skill because of how good it is.
But no, I’m not mad. I just thought it funny OP is complaining about the number of mesmer nerfs and so I instead just mentioned thieves, as they’ve been nerfed the most of all classes, with nerfs existing in almost every singe patch since release.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
They nerf Mesmer for the same reason they nerf Thief. Namely that certain “clueless mooks” can’t be bothered to fight a class that thrives on controlling an opponent’s movement and positioning in a fight. I suppose having to actually use some form of -ahem- tactics is too much to ask. Thus, this kind of BS won’t stop until both of Lyssa’s favorite professions equate to free lootbags … at least that’s my opinion.
Other 80s: Any but Warrior
was a bugfix, not a nerf. get over it.
Childish arguments… Nerf or bug fixes.. Answer this what are competitive modes in GW2… ? Just tpvp.. Mean organized 5v5 fair customizationed structured game.. And gw2 mechanic is from scruby(casual or not as challenged game style- p vs e programmed(always same robotic environment) to 5v5 structured style (caping).. Large scale gaming is not offical competitive mode..
Yes so balance philosophy not include unoffical large scale game mod and gw2 base mechanic..
So anet is just Lied with say which game balance should include zergs.. Which is un respectfull.. So there should ve reasons about all.. With many theories..
? wish mesmer never had veil or portal.. Or i should play another class ele necro guard or war maybe thief as main
Or if ileap things is bug fix—> it means to me..
?n wvw , mesmer getting more ignorance to let them play instead slot botting who is already low efficient to group composition compare to other classes that instead 2nd mesmer taking another classes is makes group compositon withmore possibility of win.. And
All anet was about say with balances should include all game modes was just lie..
Tl;dr there wil be no perspective to adaptade mesmer to large scale enviroment with excuse of mesmer have veil portal thats enough.. —> mesmer ignored to let him play in any role with same level efficient compare to other classes.. Which is shame.. To zerg mesmer community..
+ many things..
“There Is No Shame In Not Knowing; the Shame Lies In Not Finding Out.”
And gw2 mechanic is from scruby(casual or not as challenged game style- p vs e programmed(always same robotic environment) to 5v5 structured style (caping).. Large scale gaming is not offical competitive mode..
Yes so balance philosophy not include unoffical large scale game mod and gw2 base mechanic..
Yeah that is true. The devs are making their own game go kaputt because they insist on pushing a PvP agenda which the entire rest of the game isn’t developed for. The game was hyped for it’s slightly different PvE, it’s serious effort to find a way of doing non-combat content (even if it is only jumping and some fun games) and it’s WvW large-scale warfare.
So why exactly is the sPvP/tPvP the centre for balance? Let me very quickly count the people I met over my entire 2 years of GW2 which picked up the game for sPvP… one.
Much impress. Wow.
And before anyone argues that you cannot balance PvE or WvW, you know that you’re telling a lie. Balance is done differently than in a smallscale-PvP-environment, but it’s no less important to balance or balance-able. Look at WoW for examples of how important PvE-balance is (and partially how to do it, though I’d say stop looking after WotLK because they entered the too-many-abilities-phase at that point), and look at DAoC for how to do WvW-balance.
Very much possible, feels great, just very very very different from tPvP-balance as 1-to-1 PvP parity is entirely unimportant.
It wasn’t a nerf, it was a bug fix.
You just had two guys teleport into your face… which one is the real Mesmer and which one is the clone?
Doesn’t really matter. Just ignite and hammer both of them down
/random hambow warrior