Mesmer Downstate #2....
So you want a teleport and a interupt? On what grounds does that make sense? Also rangers have no stealth and I agree you should be able to pick where to teleport too.
Sharks With Lazers [PEW]
You guys already have one of the best interrupt in downed state.
I fail to see how failing to interrupt 10% of the time, is a bad thing?
75% of the time, I can’t interrupt the finisher on my engi.
Server : Anvil Rock (Since Release!) [SOLO]
No its the fact you port away the Finish SHOULD be interrupted. Otherwise it makes the teleport pointless. I have ported away and been facing different directions and STILL been killed by some one completing the “finish” move.
Its not like te Guardian AoE Interrupt. But porting away AND being in stealth SHOULD interrupt the “Finish” as it makes NO sense that porting away and being in stealth and you still get killed by it. Either that or add a Max distance that the finisher can be done on someone
In its current state its pretty buggy. One time you use it and it could port you away and behind someone and still get killed when they complete it, other times you could be ported right next to where you were and not get killed when they finish it…only to be killed seconds later.
I have no sympathy for mesmers.
You guys already have one of the best interrupt in downed state.
I fail to see how failing to interrupt 10% of the time, is a bad thing?
75% of the time, I can’t interrupt the finisher on my engi.
Its how unreliable it is. Its 50-50 if it will work like it should work and like 75-25 if you will still be killed by it when they finish it despite you being away from them and in stealth.
I have no sympathy for mesmers.
You a Thief?
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
Server : Anvil Rock (Since Release!) [SOLO]
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
The fact that you are ported AWAY from them and the fact you are IN stealth – Surely would be the simplest of things, you SHOULDNT be able to finish someone if they are not near you.
Personally i think Downstate for most classes needs to be addressed everyone should have an even chance. They are meant to give you that little bit longer to survive. Being the fact that A – Downstate #2 cant be used if someone goes into Stealth is stupid and B – Just how Random it is; Read above
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
The fact that you are ported AWAY from them and the fact you are IN stealth – Surely would be the simplest of things, you SHOULDNT be able to finish someone if they are not near you.
Personally i think Downstate for most classes needs to be addressed everyone should have an even chance. They are meant to give you that little bit longer to survive. Being the fact that A – Downstate #2 cant be used if someone goes into Stealth is stupid and B – Just how Random it is; Read above
Hell no, if anything they need to make downed state almost useless, remove everything and give everyone something to smack people with, something with low damage however. And that’s it.
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
The fact that you are ported AWAY from them and the fact you are IN stealth – Surely would be the simplest of things, you SHOULDNT be able to finish someone if they are not near you.
Personally i think Downstate for most classes needs to be addressed everyone should have an even chance. They are meant to give you that little bit longer to survive. Being the fact that A – Downstate #2 cant be used if someone goes into Stealth is stupid and B – Just how Random it is; Read above
Hell no, if anything they need to make downed state almost useless, remove everything and give everyone something to smack people with, something with low damage however. And that’s it.
That wouldnt be so bad, make it so that EVERYONE Has the same, just with different animations that would make it ALOT better. Having Downstates that are simply useless against certain classes/abilities is VERY unbalanced.
Skills:
1. Single Target Attack
2. Single Target Interrupt
3. Multi Target Attack
4. Multi-Target Interrupt
5. Heal
Have it so that the Attacks start without a cool down, have it so the Single Target Interrupt has a 2.5second cool down and the Multi Target Interrupt has a 5second cool down.
Though the HUGE issue is that i rarely actually use Finishers, i rarely see them used either most people will just nuke people down its ALOT easier then chasing Thiefs around or anything
Either remove downstate or fix it, its just unbalanced. Make it so that people take at least 50% less damage in downstate (without a trait!) and make it so that so that people HAVE to finish people and just make it so the skills are balanced across the board
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
Have you tried stagger stomping? its a little harder to do since it got stealth nerfed in the jan. 28th patch but what you do is you try stomping, then you cancel the stomp and start the stomp again as the mesmer is activating his downed skill 2. Sometimes you have have to use a teleport if the mesmer is too far but he is usually not. As a thief, you have the ability to one stomp/stagger stomp every class. Stealth against warriors, engies, and necros, teleport to thieves, shadowstep away from guardian and shadow return. Rangers require stealth and shadowstep and shadow return. Eles are the only class that you can not reliably one stomp/stagger stomp cause their downed 2 is instant. You have to stagger stomp him like as soon as he mists forms then teleport to him as he comes out of mist form. btw, when i say shadowstep the ranger and guardian, I mean it as to get out of range of their downed 2 skill.
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
I have used the Downstate #2 before they start the stomp and during it, because its VERY unreliable when it comes to getting teleported it can be pointless as i have been quite a few times teleported right next to where i was before i teleported.
Another issue is that if you start the Downstate #2 DURING the stomp you can be ported away and in stealth and they will finish the stomp and it will kill you – that happens to me quite a lot as well.
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
I have used the Downstate #2 before they start the stomp and during it, because its VERY unreliable when it comes to getting teleported it can be pointless as i have been quite a few times teleported right next to where i was before i teleported.
Another issue is that if you start the Downstate #2 DURING the stomp you can be ported away and in stealth and they will finish the stomp and it will kill you – that happens to me quite a lot as well.
What happens if you use it near the end of the stomp, but before it finishes?
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
I have used the Downstate #2 before they start the stomp and during it, because its VERY unreliable when it comes to getting teleported it can be pointless as i have been quite a few times teleported right next to where i was before i teleported.
Another issue is that if you start the Downstate #2 DURING the stomp you can be ported away and in stealth and they will finish the stomp and it will kill you – that happens to me quite a lot as well.
What happens if you use it near the end of the stomp, but before it finishes?
It just seems very random, i have used it and been ported NEXT to myself and survived the initial stomp only to be killed seconds last, other times i have been ported away and they finish the stomp and kill me while i am IN stealth
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
Same, Make it an AoE interrupt rather then single target though as i tend to see MANY people trying to stomp one person alot of the time. But i do think they should decrease the damage you take by 50-75% while in downed and make it so they have to stomp if they want to finish it quickly far to often i see people just throw AoE upon AoE down on people that are in downed state and just leave them to die
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
Same, Make it an AoE interrupt rather then single target though as i tend to see MANY people trying to stomp one person alot of the time. But i do think they should decrease the damage you take by 50-75% while in downed and make it so they have to stomp if they want to finish it quickly far to often i see people just throw AoE upon AoE down on people that are in downed state and just leave them to die
I disagree with decreasing damage taken. The way things currently are a thief hits with his down 1 ability around as much as I dish out with my rifle auto attack as a GC engi. Can you imagine having to take that damage because you’re too busy fighting the survivors and can’t down them?
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
Same, Make it an AoE interrupt rather then single target though as i tend to see MANY people trying to stomp one person alot of the time. But i do think they should decrease the damage you take by 50-75% while in downed and make it so they have to stomp if they want to finish it quickly far to often i see people just throw AoE upon AoE down on people that are in downed state and just leave them to die
I disagree with decreasing damage taken. The way things currently are a thief hits with his down 1 ability around as much as I dish out with my rifle auto attack as a GC engi. Can you imagine having to take that damage because you’re too busy fighting the survivors and can’t down them?
Thats okay for some, not for others as not everyone does that huge amount of damage when they are downed. Another option could be to make it that they take less AoE damage to stop the AoE and leave spam.
I mean Thief damage while they are downed is still insane, its just another aspect that shows how unbalanced Downstate really is.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.
IMHO Mesmer 2 should actually do what it’s supposed to do…
Instead of creating a copy anyone above r5 can tell is not the real mesmer.
At least then they’d have to look for the mesmer actually using his heal or other skill.
It is at most a 2 second window.. how does this compare to say…
Thief Downstate can be forced with haste but usually it’s
Teleport and guaranteed stealth afterwards. Might as well just dps body half the time.
Elementalist downstate? Uncounterable
3 seconds of invulnerability + movement to allies
(Thank god they fixed it and it no longer heals)
I wish I could daze through this.. but it doesn’t look like that works.
Guardian/Warrior/Ranger/Engi/Necro can be stabbed through.
Mesmer Ele Thief have pretty much the strongest downstate at the moment…
I want mesmer #1 in downed state to be a 1 shot kill move…
all down states are just a couple of seconds of spiel.
guardian: you start downing, they push you back, you run over, down them.
warrior: you start downing, they knock you, you get up, down them.
mesmer: you start downing, they port, you wait for them to appear, down them.
ranger: you start downing, they rupt, may even wolf fear, down them.
engineer: you start downing, they pull, you get back up, down them.
thief: you start downing, they port, you run over, down them.
ele: you start downing, they mist, you follow, down them.
also at No Walking’s “I want mesmer #1 in downed state to be a 1 shot kill move” joke
thats their 3 summons a phantasm which i’ve had crit for 8k before.
guardian: you start downing, they push you back, you run over, down them.
warrior: you start downing, they knock you, you get up, down them.
mesmer: you start downing, they port, you wait for them to appear, down them.
ranger: you start downing, they rupt, may even wolf fear, down them.
engineer: you start downing, they pull, you get back up, down them.
thief: you start downing, they port, you run over, down them.
ele: you start downing, they mist, you follow, down them.
These are all 1v1 scenarios. In 1v1, all downed states are annoying at best…but not game-changing. (thief exception below)
The problem with downed states comes from more than a 1v1. Try to think outside the WoW box for a minute.
Also, a thief’s downed state stealth can be added directly to shadow refuge’s stealth. In other words, he puts SR down, you down him, he uses downed stealth, ports, heals, gets up, runs away.
Thieves are so OP right now it isn’t even funny. Stealth needs to change in a big way.
guardian: you start downing, they push you back, you run over, down them.
warrior: you start downing, they knock you, you get up, down them.
mesmer: you start downing, they port, you wait for them to appear, down them.
ranger: you start downing, they rupt, may even wolf fear, down them.
engineer: you start downing, they pull, you get back up, down them.
thief: you start downing, they port, you run over, down them.
ele: you start downing, they mist, you follow, down them.These are all 1v1 scenarios. In 1v1, all downed states are annoying at best…but not game-changing. (thief exception below)
The problem with downed states comes from more than a 1v1. Try to think outside the WoW box for a minute.
Also, a thief’s downed state stealth can be added directly to shadow refuge’s stealth. In other words, he puts SR down, you down him, he uses downed stealth, ports, heals, gets up, runs away.
Thieves are so OP right now it isn’t even funny. Stealth needs to change in a big way.
Thiefs are so OP half the top teams dont even run one.
Thats crazy OP.
./sarcasm.
guardian: you start downing, they push you back, you run over, down them.
warrior: you start downing, they knock you, you get up, down them.
mesmer: you start downing, they port, you wait for them to appear, down them.
ranger: you start downing, they rupt, may even wolf fear, down them.
engineer: you start downing, they pull, you get back up, down them.
thief: you start downing, they port, you run over, down them.
ele: you start downing, they mist, you follow, down them.These are all 1v1 scenarios. In 1v1, all downed states are annoying at best…but not game-changing. (thief exception below)
The problem with downed states comes from more than a 1v1. Try to think outside the WoW box for a minute.
Also, a thief’s downed state stealth can be added directly to shadow refuge’s stealth. In other words, he puts SR down, you down him, he uses downed stealth, ports, heals, gets up, runs away.
Thieves are so OP right now it isn’t even funny. Stealth needs to change in a big way.
Thiefs are so OP half the top teams dont even run one.
Thats crazy OP.
./sarcasm.
So….half the top teams don’t run one? Which means half of them do…
What exactly is your point child?
guardian: you start downing, they push you back, you run over, down them.
warrior: you start downing, they knock you, you get up, down them.
mesmer: you start downing, they port, you wait for them to appear, down them.
ranger: you start downing, they rupt, may even wolf fear, down them.
engineer: you start downing, they pull, you get back up, down them.
thief: you start downing, they port, you run over, down them.
ele: you start downing, they mist, you follow, down them.These are all 1v1 scenarios. In 1v1, all downed states are annoying at best…but not game-changing. (thief exception below)
The problem with downed states comes from more than a 1v1. Try to think outside the WoW box for a minute.
Also, a thief’s downed state stealth can be added directly to shadow refuge’s stealth. In other words, he puts SR down, you down him, he uses downed stealth, ports, heals, gets up, runs away.
Thieves are so OP right now it isn’t even funny. Stealth needs to change in a big way.
Thiefs are so OP half the top teams dont even run one.
Thats crazy OP.
./sarcasm.So….half the top teams don’t run one? Which means half of them do…
What exactly is your point child?
My point is thiefs arent op. Also im not a child, no point making assumptions about peoples lives out of game, stick to the issues.
Today, the devs, in broadcast said while thiefs give people at the low end of play alot of trouble there effectiveness goes way down at the higher end of play.
So the issue with thiefs isnt there balance, if theres any issue its to do with skill curve. -ie how hard it is for a casual to learn to counter them.
But high end players dont consider thiefs to be OP, they are considered middle of the pack in terms of power.
And the power classes are run way more than 50% of the time. Eles/guardians, to a certain extent mesmers, up and coming rangers, yo will find on way more than half of the teams. In fact many teams run double eles. so its significant that many top teams dont even bring a thief. If it was op EVERY team would bring one.
(edited by daydream.2938)
My point is thiefs arent op.
My point is that they are. So I guess since I used a real scenario and you used a made-up stat that doesn’t prove anything, you’ve still got a point to make.
Also im not a child assumptions about peoples lives out of game, stick to the issues.
First thing’s first, I don’t care about your personal life. You log on the forums to make a sarcastic post to defend something that doesn’t warrant defending. You’re acting like a child. I just call it like I see it.
Today, the devs, in broadcast said while thiefs give people at the low end of play alot of trouble there effectiveness goes way down at the higher end of play.
So the issue with thiefs isnt there balance, if theres any issue its to do with skill curve. -ie how hard it is for a casual to learn to counter them.
The issue is stealth. It’ll get nerfed after the culling issue is fixed. Right now, they’ve got lots of work to do on their side making people not just go invisible at random times because the server decided it was okay to.
But high end players dont consider thiefs to be OP, they are considered middle of the pack in terms of power.
High-end players understand that the issue is stealth and nothing more. No, thieves got their sPvP damage nerfed to the ground. Many players were saying it was a “L2P” issue before that happend. They still are apparently. News: its not a “L2P” problem.
Its okay though, its always tough being at the top of the pile. Eles are up there too, and their nerf is coming as well.
Culling is a bug and of course needs to be fixed. Interestingly i dont have a culling issue myself ever, at least not in spvp.
Also, the point stands thiefs are not OP.
Honeslty thiefs gave me troubl when i was new to pvp, but its rare a thief gives me trouble anymore. Of course talented players make any class deadly. And a thief can always catch you now and then when ur otherwise occupied in a fight w someone else. but the same goes for other burst classes, if not quite as well as the thief.
Also, since learning to play somehow makes one able to handle thiefs. I’d say that its definately a L2p issue.
But, your entitled to your opinion. so i’ll just leave it at that.
(edited by daydream.2938)
Culling is a bug and of course needs to be fixed. Interestingly i dont have a culling issue myself ever, at least not in spvp.
Also, the point stands thiefs are not OP.
Your point about thieves not being OP was cited on players that don’t exist from teams that don’t exist. Names and ranks would be crucial for your point’s validity. My point was cited in actual reproduceable skill usage and effects. Go try it. Its OP.
No sPvP usually does better with culling. Specifically in matches with better players that understand balling-up and ‘zerging’ points is not the winning strat.
Culling is being addressed for WvW purposes. Until that is fixed, its unclear exactly how much stealth is helping or hurting the thief’s gameplay.
Also, since learning to play somehow makes one able to handle thiefs. I’d say that its definately a L2p issue.
Learning to play makes you better equipped to handle any and all classes or builds. Its not thief-specific.
Again, you’re making no sense.
Dude did you watch the state of the game broadcast today?
The DEVS themselves said thiefs level out and are not OP at high end play.
Today in the HOTM , power the #2 ( i think still #2) rated Qp player in north america said thiefs almost dont exist in the top level of Na meta. Certainly that they are not too powerful.
Those are good sources.
And wvwvw is a whole other kettle of fish. IM refering to within the context of SPVP.
The DEVS themselves said thiefs level out and are not OP at high end play.
Devs make the game, that doesn’t mean they’re good at it.
Today in the HOTM , power the #2 ( i think still #2) rated Qp player in north america said thiefs almost dont exist in the top level of Na meta. Certainly that they are not too powerful.
So because people haven’t figured certain things out, they’re not OP?
When the game first released, everyone was dying to Frenzy+HB and all the players at the top were warriors. Now they’re complaining that the warrior is useless. People are evolving with this game and learning how to not play like WoW. It just hasn’t happened to the thief class yet. Currently the limelight is on the ele.
Those are good sources.
And wvwvw is a whole other kettle of fish. IM refering to within the context of SPVP.
I’m referring to a specific downed rotation that thieves can use which gives them an unfair advantage over all other classes downed states. Stealth stacking.
Believe it or not, stealth will be nerfed. Its a major issue. In sPvP you don’t see thieves because their instagib was taken away and people need to learn how to build bunker. Once they do that, you’ll see bunker-stealth built thieves in nearly the same position the ele is right now.
Then I guess my point would be that it really is a “L2P” issue…on the thief player’s end…how ironic.
Everyone wants to make the ‘stabbystabbyyourdead’ class. That doesn’t work in sPvP. Now what you’re noticing is people flocking to the easier played class/build of bunker ele. It will be bunker thief soon enough.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.
I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
The issue is stealth. It’ll get nerfed after the culling issue is fixed.
You mean IF its fixed – How long have we have Culling issues? yet thanks to the way they designed the game (sloppy at best) i dont think it can or will be fixed, An easy way to get around this is remove Stealth its VERY over powered
The issue is stealth. It’ll get nerfed after the culling issue is fixed.
You mean IF its fixed – How long have we have Culling issues? yet thanks to the way they designed the game (sloppy at best) i dont think it can or will be fixed, An easy way to get around this is remove Stealth its VERY over powered
No they can’t remove it, a class is based around needing it. That would require too much re-tooling.
What they should do is remove the ‘revealed’ debuff, allow stealth to be stacked (not like it isn’t already), and make damage break stealthed targets.
Then thieves would actually have to think every time they used stealth skills.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
The issue is stealth. It’ll get nerfed after the culling issue is fixed.
You mean IF its fixed – How long have we have Culling issues? yet thanks to the way they designed the game (sloppy at best) i dont think it can or will be fixed, An easy way to get around this is remove Stealth its VERY over powered
No they can’t remove it, a class is based around needing it. That would require too much re-tooling.
What they should do is remove the ‘revealed’ debuff, allow stealth to be stacked (not like it isn’t already), and make damage break stealthed targets.
Then thieves would actually have to think every time they used stealth skills.
That wouldnt fix it, Culling is the biggest problem when it comes to Stealth. Other options – remove the number of stealth options they have and/or reduce the actual time they are in stealth. I have seen Thiefs kill someone while in* stealth and then just go right back into it and run away
- Technically not actually in stealth but thanks to the Culling they APPEAR to be stealth ed when they are not. That combined with the OP burst they have and the Elite(i think) that turns the target to stone is just to strong, it can take anywhere between 2-5 attacks before they become visible and most of the time you are either dead or downed.
So let me get this straight, you’re complaining about one of the most broken downstate abilities and want it buffed?
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
I’ll at least agree to this.
Mesmer’s downed state port should probably just port him in one direction and summon a clone in the other direction so you have to choose the real one instead of just randomly porting around to a possible location that can be planted on from his original spot.
So let me get this straight, you’re complaining about one of the most broken downstate abilities and want it buffed?
I just want it to be RELIABLE, nothing more nothing less. If you start stomping a Thief and he ports away the stomp is interrupted. If a mesmer ports away they can STILL be killed from that stomp even if they are ported away and behind someone while being in stealth
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Yeah, but it’s something that’s superior to 90% of classes downstates 95% of the time. Of all the things in this game that someone could possibly demand change for, I guess I never thought that mesmer downstate ability 2 would be one of them.
I agree with ArmageddonAsh.6430
Give Mesmer the warriors #2 like he just asked.
It will work correctly each time!
I love your idea man
Server : Anvil Rock (Since Release!) [SOLO]
I agree with ArmageddonAsh.6430
Give Mesmer the warriors #2 like he just asked.
It will work correctly each time!
I love your idea man
I didnt say give us theirs, i used them and Ele as an example of ones that work like they should – Guardian one is very solid as well. Downstate #2 should be used to help keep you from getting stomped
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Yeah, but it’s something that’s superior to 90% of classes downstates 95% of the time. Of all the things in this game that someone could possibly demand change for, I guess I never thought that mesmer downstate ability 2 would be one of them.
No one is demanding anything – i know it wont be fixed, i know what Anet are like when it comes to fixing issues. 90%? Not a chance, when it works its about 4th i would say behind ele, Thief and Warrior in my opinion and when it doesnt work its behind Thief, ele, warrior and guardian
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Yeah, but it’s something that’s superior to 90% of classes downstates 95% of the time. Of all the things in this game that someone could possibly demand change for, I guess I never thought that mesmer downstate ability 2 would be one of them.
No one is demanding anything – i know it wont be fixed, i know what Anet are like when it comes to fixing issues. 90%? Not a chance, when it works its about 4th i would say behind ele, Thief and Warrior in my opinion and when it doesnt work its behind Thief, ele, warrior and guardian
So the whole point of this thread is….
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Yeah, but it’s something that’s superior to 90% of classes downstates 95% of the time. Of all the things in this game that someone could possibly demand change for, I guess I never thought that mesmer downstate ability 2 would be one of them.
No one is demanding anything – i know it wont be fixed, i know what Anet are like when it comes to fixing issues. 90%? Not a chance, when it works its about 4th i would say behind ele, Thief and Warrior in my opinion and when it doesnt work its behind Thief, ele, warrior and guardian
So the whole point of this thread is….
The same as everyone else that makes posts about about issues/bugs and everything else, partly to vent and partly to hope that maybe SOME day Anet will do something about it