Wow, the over-reaction of some people …
I’ve only read some of the posts, but from what I gather no-one is asking for a full blown nerf to blurred frenzy.
The ‘Over-reaction’ ,as you have called it, come from being at the receiving end of nerfs since release. I was one of the first people to say ‘ok people, we knew it was broken’ to the izerker ‘fix’ (which utterly broke it), I was one of the first to write the ‘calm down’ messages to raging people during our might nerf, hell, I was one of the people that really tried to bring reason to people ranting about quickness nerf.
Oh, and I am against nerfing overall, I like buffing the lacking better than destroying the exceptional.
Before all the aforementioned nerfs, blurred frenzy was fine(!)
I wonder what has changed between then and now….
I agree with you about buffing the other weapons that are lacking. I’m all for buffing scepter (maybe remove skill 2 clone and replace with something else) and also maybe adding another weapon (dagger?) for mesmers. They clearly lack anything at melee range, but for all they lack at melee range – they have it all as ranged damage.
Wow, the over-reaction of some people …
I’ve only read some of the posts, but from what I gather no-one is asking for a full blown nerf to blurred frenzy. At the most, people are asking for a ‘slight’ cooldown adjustment. Yet the reaction from some of you guys are more like a rant then a logical debate.
Both sides of the coin do have valid points you know, whether people on the other side can see it or not. Personally I’d like to see a longer cooldown if blurred frenzy does not hit anything, but its not game-changing for me in any way. Even if they nerfed blurred frenzy, it wouldn’t be the end of the world for mesmers at all.
Anyway it’d be nice if a developer chimed in and told us why blurred frenzy is the way it is and if it is intended the way it is. It would settle this once and for all.
Do you know why it is the way it is? What boons do mesmers have to protect them in melee? What is their armor? Their health… The other two cloth classes have great ways to survive in melee… Mesmers have this that is all…. Thieves have stealth to help them survive melee mesmers have a fraction of that… Rangers have protection on dodge with no CD (mesmers used to have a protection minor trait butt that was nerfed… gg) Engi’s have several ways to access boons and they have gear shield (if you are talking about melee) plus cc… Warriors and guardians have tons of toughness plus guardians boon removal… Warriors need more help but I know for sure that if you tell a warrior and a Mesmer they have to duke it out melee only the warrior will win… even with blurred frenzy as it is now.
My guess is mesmers are not meant to be played in melee range. Think about it – staff is ranged, greatsword is ranged, focus/scepter/torch/pistol/sword off-hand are all ranged. The only melee ranged weapon they have is sword main hand. Thats one weapon they have out of 8 that has any melee ranged potential. 1 of 8. So like necro’s, I don’t think the class was really designed for anything significant at melee ranged. Sure you can trait, sigil and rune for it but theres no denying mesmers have everything they need outside of melee range.
The only time a mesmer more or less gets into melee range is when they get a blurred frenzy (off ileap, stun and blink etc) or when they shatter, or both as a combo. Other then that, theres no real reason to be playing a mesmer at melee range. Its just not as viable as their other options – it can be done, but its not going to get the job done efficiently.
So the mesmers best protection is to actually not be in melee in my opinion. If they had more options at melee range, there wouldn’t be a doubt they would be more OP then they are currently perceived. In regards to their armor and health, it has nothing to do with this argument since it varies with personal preference.