The Mirage and the Weaver.
Here’s Why -
I’m gonna tackle this from multiple perspectives.
1. playing as the spec. 2. Fighting against the spec 3. The overall purpose and design concept. All in no particular order.
The primary issue with both these specs is that when it comes to the feel and playstyle, they both add nothing new to the core profession whatsoever, it comes across more cosmetic than anything.
On the contrary example, The Spellbreaker, Firebrand, and Scourge are given playstyles the core profession NEVER GOT BEFORE drastically changing the mindset and playstyle we need to learn and play, giving a fresh take on the current class.
The Spellbreaker is the Anti to all that is meta, it rips boons, warriors can never rip boons.
Firebrands are so much like Cloth-wearing Casters from classic Priests in WoW, or Mercy from Overwatch. No longer playing like Frontline Paladins, or Deadly Vanguards (referencing dragonhunter).
Scourge straight up lose a mechanic we’ve been so used to for a completely new one. It’s obvious and in-your-face changes. And you can feel it.
Now let’s get to the Weaver and Mirage. In both forums: reddit, here, and my own play experience. Both the reactions were this:
“Huh, the Core Mesmer/Elementalist can do this already, arguably do this playstyle better as core, might as well stick to that.”
With the Mirage, Core Mesmer already did Condi Spec super well and efficiently, Mirage adds nothing and rather just makes running the same type of spec inconvenient to begin with and subpar traits (Weaver has same issue, I’ll get to that in a moment)
In regards to Ambush and The Mirage’s dodge mechanic. These at best are nice cosmetic changes. There is SOME potential, which is controlling clones to change different targets.
Playing against this class, it’s just a condi mesmer with an awkard dodge mechanic with a visual difference, but the playstyle is still virtually the same.
When i fight against a Firebrand, Scourge, Spellbreaker YOU FEEL THE DIFFERENCE, both playing it, and fighting against it. This is important. And they clearly do something the core prof could not do.
The Weaver has a more glaring problem in my opinion and I’m gonna challenge the justification of the devs on this one. One of the devs said “The Elementalist never really had a playstyle where it can fight up close, the Weaver is an aggresive bruiser/brawler”
AHEM cough cough. This come across as shortsighted, have you not seen CELE ELE D/D?
“Yea but its dagger, and it’s in between close range and mid range, not melee exactly..”
Ok, so let’s look at the Weaver class and what it adds to the Elementalist then with that in mind.
“I can fight one step closer with a Sword than I did with a Dagger.”
THAT’S IT. FOR GOD’S SAKE THATS IT! Literally this entirely Elite Spec is based on fighting ONE STEP (Two steps, giving the benefit of the doubt) than I did before. But it’s the EXACT SAME PLAYSTYLE.
“Yea but Weaver can weave two elements at once” Regular Attunement Swapping was just fine. Again Weaving elements DID NOT change the playstyle, it’s a cosmetic change at best.
Weavers don’t do enough damage to matter, the traits are all sustain tank based, WHICH the Ele does super well already. Have you seen Water/Earth lines?!
I want to chart this out further to illustrate my point. When looking at an Elite Spec there two components, THE CONCEPT and WHAT IT DOES.
You can have a CONCEPT that’s new and different, BUT, It does exactly the same thing.
OR you have a concept that’s poor and distasteful but it does things differently in a new way (haven’t seen this since the Dragonhunter, which is one example)
So lets chart this out.
CONCEPT – Spellbreaker. Counters Mages and Magic, it’s the Anti-Mage.
WHAT IT DOES – Rips boons, Counters Stealth and Kiting.
Again different concept, and does things completely new a Warrior could never do.
CONCEPT – Firebrand. Uses the Knowledge of Lore to brand and smite enemies
WHAT IT DOES – Becomes a Caster Focus Spec. No longer supporting just through buffs and passives around you through proximity. But spells that DIRECTLY Cast upon your allies and enemies. Using tomes simulating kit-like mechanics and ammo usage through pages.
CONCEPT – Deadeye. It’s a Sniper.
WHAT IT DOES – Instead of Stealing, moving in, moving out. You snipe from a distance and long ranger, and focus on damaging multiplying rather than taking/stealing.
CONCEPT- Scourge. Using Sand Shades and losing your Shroud to manipulate the death from the very ground beneath you.
WHAT IT DOES – Battlefield control and Area manipulation.
Those are some strong examples. Let’s go to the Weaver and Mirage.
CONCEPT – Mirage. Through Mirror images and magic imbued in the desert ala mirages, cloak ones movement to deceive enemies.
WHAT IT DOES- It does Condi, a blur for a dodge instead of a roll, and new 1 skills as ambushes.
^ These are visual/cosmetic differences. but WHAT IT DOES is the same. It’s still a dodge, and you do condi, which mesmer already did just as well.
CONCEPT – Weaver. Weave and combine two elements together and simultaenously.
WHAT IT DOES – Fight up close as a “Bruiser/Brawler” and get Dual Attacks when combing two elements.
Yea this isn’t looking too good, at no point ever an Ele said we were lacking this. D/D did the job just fine.
Yea, a lot of people wanted a sword, but we wanted to do something different too. And Dual attacks ARE STILL ATTACKS, it needs to interact differently with the environment around it, which it doesn’t do compared to core ele, just gives different passives…
(edited by Tzozef.9841)