Immobilize, Downed State, Thief, Mesmer - Changes

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Liav.7598

Liav.7598

More constructive feedback regarding sPvP, in no particular order. No trolling please.

I’m open to alternative suggestions regarding these.

I might get slightly whiny at times, but I think you’ll be ok.

1) Immobilize.

I feel that Immobilize should be broken by abilities that break stun. The differences between Immobilize and Stun are so slight that it almost feels like a redundancy to have such an effect in the game. Immobilize is arguably a more powerful form of CC due to the fact that it is not easily cured by most classes without sacrificing a utility slot for that purpose alone, and also due to the fact that it is generally a much longer duration.

2) Downed state(s).

After doing a few tournaments, I’ve come to the conclusion that I actually like downed state. However, there is a striking imbalance between a few classes that really needs to be addressed.

Thief: Decent downed state. I’ve managed to save myself from getting stomped while a team mate was reviving me numerous times by using the stealth.

Guardian: Decent downed state. Plenty of opportunity to knock opponents without Stability back and get yourself back into the game.

Necro: Decent downed state. Fear is nice CC, plenty of opportunity there. Damage is about where it should be.

Mesmer: Decent downed state. Their clone ability only fools idiots, however, their illusions (duelist, swordsman, etc.) should be despawned upon being downed. This gives Mesmers a relatively immense advantage.

Elementalist: Useless downed state. Mediocre damage at best, absolutely no way to prevent yourself from getting stomped other than hoping your opponent accepts bribes. Give them some form of knockback or something at least.

Engineer: I don’t play one, but honestly, their downed state seems to suck pretty bad. This is perhaps fair given that their turrets and other numerous dumbfire abilities are still operational after they are downed. If their downed state was any more powerful, it might be too much.

Warrior: Give Vengeance to every other class, replace it with an AOE CC of some sort (adjust traits accordingly), increase damage taken by 3-4x, or get rid of it. Dumb ability is dumb.

Ranger: AOE interrupt is great. Should not be able to stack bleeds while downed though. I would add maybe a 1/2s stun component to their AOE interrupt, remove the bleed from the spammable attack, and call it a day.

2) Mesmer dumbfire pets.

I feel that dumbfire (and only dumbfire) pets should be immediately despawned upon downing the player that summoned them. This is mostly just to address the absurd amount of damage that AI-controlled Mesmer pets are capable of doing.

We do not have infinite amounts of endurance to dodge around Mesmer duelists using Unload while trying to stomp them. These pets either need to die in one hit (one hit-points, you hit them AT ALL, and they die instantly), or need to be rendered inactive once the Mesmer is in a downed state.

This would resolve a severe imbalance issue while not screwing over classes with player-controlled pets (Rangers, for instance) that rely on their SINGLE pets for a downed state mechanic.

3) Thief sword/pistol.

I play a Thief, I use a Condition d/d+sb build. I have used s/p. It’s lame.

Nearly spammable immobilize coupled with a spammable stun + Haste (Quickness) + trait Quickness proc + sigil Quickness proc = Completely overpowered bursty build with too much CC.

Yes, I am whining. Infiltrator’s Strike + Pistol Whip + Quickness is lame, and unless you have 3 utility slots of stun breaks on <5s cooldowns (lol, kitten?), you can not compete with the chain stuns of Pistol Whip due to its short reuse.

Or the Thief can just use Immobilize on you, in which case your stun break is useless (see point 1) and you get Quickness+Pistol Whip’d to death anyway.

4) Mesmer ‘Moa’ elite

I wish I had an elite skill that guaranteed me a free kill every few minutes.

’Nuff said.

5) Thieves Guild

No Scorpion Wire.

Not only do these two dumbfire AI-controlled pets hit like a truck, they also get to drag you around (incurring a brief stun), which is more than enough time to get destroyed by any decent Thief.

While not as powerful as Moa, it’s still too powerful of an ability the effort required to use it. (None, seeing as everything thee pets do is AI controlled.

In conclusion:

I tried to be as constructive as I could here.

I complain about Mesmers a lot, huh?

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Yukishiro.8792

Yukishiro.8792

Dumbfire pets need to stop doing anything when their master is downed. Making them despawn is too punitive I think. If you get revived they should become active again.

It also makes some sense from a lore point of view. If theirmaster’s down the pets don’t know what to do so they just sit there until he gets back up and can start ordering them around again.

P.S. Learn to rupt or dodge Moa. It is lame but it has a very distinctive 2 second cast time. If you get hit by it in anything but a big battle (where the mesmer is kittening himself by not taking time warp instead) it’s your own fault.

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Chrysalis.5983

Chrysalis.5983

There are really only two problems with the Engineer down state

1: The 1 is a random condition that only grants a damaging condition 1/3rd of the time. Cripple is USELESS the vast majority of the time when you’re down and so is chilled. More annoyingly it doesn’t have access to poison or burn. If it’s going to be random, it should have a chance of inflicting anything that isn’t an interrupt or stun. Otherwise make it semi-reliable. (It really should have access to burn because just about any other class’s 1s outdamage in a conditions build.)

2. The 3 ability has a self damage component.

PS: Dude above me, Moa can be cast from stealth and most 1v1 mesmers are going to have Decoy in their build. For every counter, there is a way around it. Practically the only balance Moa has is its incredible cooldown of 3 minutes.

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Yukishiro.8792

Yukishiro.8792

There are really only two problems with the Engineer down state

1: The 1 is a random condition that only grants a damaging condition 1/3rd of the time. Cripple is USELESS the vast majority of the time when you’re down and so is chilled. More annoyingly it doesn’t have access to poison or burn. If it’s going to be random, it should have a chance of inflicting anything that isn’t an interrupt or stun. Otherwise make it semi-reliable. (It really should have access to burn because just about any other class’s 1s outdamage in a conditions build.)

2. The 3 ability has a self damage component.

PS: Dude above me, Moa can be cast from stealth and most 1v1 mesmers are going to have Decoy in their build. For every counter, there is a way around it. Practically the only balance Moa has is its incredible cooldown of 3 minutes.

I thought stealth dropped when you started casting it? If not that should obviously be fixed.

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Liav.7598

Liav.7598

Even if it broke stealth when it was being cast, you still have to contend with a million pets and a barrage of particle effects do see distinct combat animations.

All in all, Mesmer does too many things too effectively. Their pets do too much damage, compiled on the damage that they do themselves. Add in Confusion stacks, the most powerful CC ability in the game (Moa), stealth, etc.

The reuse of the ability is no justification for its balance. It’s still practically a bloody free kill.

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Posted by: Cromx.3941

Cromx.3941

mesmer pets are supposed to be DoTs..but if that is the case then ranger pets also need to despawn. And bleeds and DoTs need to insta poof when someone goes into a downed state.

Its not the advantage you seem to think it is.

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Posted by: urdriel.8496

urdriel.8496

Rangers pets are really bad… you cant compare pets with phantasms or illusions…tbh whole pet system should be revised.

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: Jonny.9370

Jonny.9370

I dont agree with your proposed Warrior Vengeance change. My thief can dodge full groups trying to finish me while down, as can some other classes(mesmers have similar teleport, guardian/ranger AoE, ele can stand up and run away, i think necros can leech enemy hp, etc). Warriors, however, can only counter 1 attempt at a finisher and if he manages to survive long enough for Vengeance to activate he deserves that second chance. Also its not guaranteed to save him unless of course he’s spec’d into it and manages to kill you in time.

(edited by Jonny.9370)

Immobilize, Downed State, Thief, Mesmer - Changes

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Posted by: WhiteCrow.5310

WhiteCrow.5310

Agree with the OP. You didn’t really whine; you at least mentioned valid reasons regarding those issues. I’ve encountered that Thief build you mentioned, or at least something very similar to it and I have to say, it is quite ridiculous. I haven’t complained about Thieves at all yet, but after doing more tPvP and running against builds like that a few times something just seems glaringly wrong. I’m pretty sure no other class can fit that much damage, CC, and survivability into one build to that degree.

Even if you outplay that Thief and survive his burst and CC and send him running, you’ll never get to finish him due to the all CC and swiftness he has. It’s basically a free kills + free get out of jail build requiring very little thought to play.

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Posted by: Asmodean.5820

Asmodean.5820

It is amusing that some people still defend moa morph.

Take a mesmer vs. a necro
Moa morph negates all elite skills of the necro which are on 2-3 min cd and gives the mesmer and free go on the necro on top of that.

If the necro uses other minions (e.g. a full minion spec) all other minions despawn as well.

You see: one button press an in the worst case you just negate the elite ability (there is none which isn’t negated) and all utility abilities of the necro AND get 10 sec of free beating on him. However, that’s not all. The minions are on a 30 sec cd, the elite skill on 2 or 3 min. cd.

If that’s not imbalanced I don’t know what is.

That a lot of mesmers choose time warp instead of moa morph says much about time warp also.

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Posted by: Asmodean.5820

Asmodean.5820

Addendum (I cannot edit my post for a weird reason): To be fair, the problem would be not so severe if the pets wouldn’t despawn when you change forms. It may be also simply a part of crappy or lazy coding from ANet…well, seeing what utter garbage the minion control (non-existant) is and the AI (in GW2 its an acronym for “Artificial Idiocy”) minions have.