(edited by Nuka Cola.8520)
wtb clones/phantasms indicator
- Wrong forum
- No.
- You probably put this here because you knew it would get shot down in the mesmer forum, having been shot down multiple times before.
I put this here because its the only pace where devs read anything. and you’re saying No for what reason exactly? and it would be shutdown why lol changing the tree circles indicating your illusions for something less simplistic is worth a shutdown now? Okay!
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
“Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap” Are you a PR lol this is exactly what a PR would say… It wouldn’t dumbing down anything. If there’s an image representing each phantasm instead of just circles it could be something like a small GS=izerker up, a Pistol=iduelist up and so on. This has absolutely nothing to do with “skill”. You could be out of LoS blocked by a wall while having some phantasms survive for longer than others or inside a soup of particle effects which makes seeing very hard. Icons are small but it wouldn’t be any harder seeing a small greatsword representing izerker instead of a circle and even less so if they chose the simplistic way to just show clones as circles and phantasms as triangles.
I think phantasms and clones when out should change their original skill like necro pets.
Then you could increase the skill cap even more. Youd get to choose when they use their special then u could see which are active.
no lol that’s too much. its perfectly fine as is but i dunno why both, clones and phant are indicated by circles. Tweaking this will only lead you to knowing what you have currently up faster so saying something such as my suggestion would decrease the skill cap is kinda funny.
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
This.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
this very much!
[AVTR]
Isle of Kickaspenwood
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
This.
and you agree for what reason, exactly? is showing a mini icon of x phantasm instead of a circle will render mesmers skill less? Like really? Do some of you even think for themselves or just quote people who stream/posted multiple builds on this site with “This” as if agreeing with such a person makes you smarter and more knowledgeable? Serious question because i really don’t get it. I suggested the tiny circles change for something more visually appealing while helping you see what you have currently up, he brings the “Part of playing a mesmer skillfully” as if something as simple will render mesmers skill less and people just ‘yes i agree’ lol. Anet is already working on removing pet tags so tourneys are more appealing to watch with 150 pets running around and this is essentially the same thing except for the player and not the viewer.
I will give you a stupid example. Lets say anet forced all their players to play with a layer of vaseline (yes you heard that right!) on our monitor and i came here suggesting to remove the kitten thing so our gaemplay becomes more fluid and precise. Would this render all class require less skill because you can see more information on screen? This is essentially the same thing, the more information on screen=the better, that simple. I did not suggest something like making phantasms hit for 10k at all times but a minor tweak that has nothing to do with rendering the class ‘easy’. Last time i checked having more information isn’t exactly making things easy but improve gameplay as a whole.
(edited by Nuka Cola.8520)
It won’t render Mesmer players skill-less, it’s just dumbing the class mechanic down. They agree with Pyro for the same reason I’ll agree with him, he’s right. I was thinking the same thing he said. This part in particular:
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Any decent Mesmer player knows exactly what phantasm he has, and in what order he summoned it. It’s crucial when you are fighting in a heated match and you need to know if you drop that IZerker, will your Duelist go first, or the other IZerker at 10% HP? Do you need to shatter your current Clones before summoning your next Duelist? Sometimes I shatter while in mid animation to get the full effect before the next batch of Phantasms even come into play.
It’s part of what makes a good Mesmer. Knowing the class mechanics and learning to use them.
I think this is an example of needlessly complex things being misconstrued as deep gameplay. It’s not.
Any decent mesmer will have almost no issue paying attention to the order they summoned their illusions in, there’s 3 ever in rotation, you get the hang of it quite quickly.
Because it’s so easy already means it can’t be “dumbed down”, it would simply make it more intuitive for a beginner, not easier, intuitive.
If unclear things like this are good for the game, then so would hiding the duration on conditions and boons, or hiding the floating dmg text when you’re being hit. A good player would know how much dmg they’re taking or how much time is left on their boons w/o it!
I’m rather neutral, Frankly I don’t want to see phant getting more than they need. But I really think if they did do something like this it’d be purely QoL and not a big deal. I somehow doubt it would really dumb down anything more than it already is/has esp for phant. I wouldn’t be so adamantly against it like the others though, I think it’s rather silly to be so hard against it.
“waste of development time” argument comes to mind, but is a fallacy when considering things that are a minor priotiry are implimented over others, meaning in the end nothings really a waste in the long run. xD
Worst thing I could really see coming from it is other classes point of view of mesmer continuing to decline, people think mes is OP and just easy mode win as it is, no need to give them more reasons.
But all in all I really don’t think it’d make a diffrence either way, Clones and Phants are easy enough to track as it is, and if your phant is off c/d majority of the time wouldn’t you cast it anyways for the instant attack and renewed HP?
Only way I see this being semi significant is that if someone was to phant into a point and LoS… In which case excuse me while I laugh.
“Maybe I was the illusion all along!”
Frankly I don’t want to see phant getting more than they need. .
But they aren’t. This is not a buff to phantasms (which other than iMage and iWhaler) absolutely don’t need. Auto pilot gameplay on phantasm builds is easy enough as is and buffing them will only lead so severe nerfs and that class have seen enough of those. Just a small and more detailed indication of your currently summoned illusions. They could also make these icons rotate so you know exactly whats going to be overwritten by iLeap or which ever illusion summoning skill, but that’s less important.
When you create a phantasm, you remember you created a phantasm.
The human brain is capable of beautiful things like this – if you atleast try.
My point is thakittens really difficult to forget which and how many phantasms you have and where they are. Changing symbols would be purely aestethic and low priority.
Wrong sub forum, by the way.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
When you create a phantasm, you remember you created a phantasm.
The human brain is capable of beautiful things like this – if you atleast try.
My point is thakittens really difficult to forget which and how many phantasms you have and where they are. Changing symbols would be purely aestethic and low priority.
Wrong sub forum, by the way.
yes you do remember but when the fight lasts long enough, the remembering part becomes much less relevant.
Change the circles showing the amount of illusions up to different shapes. For example, a triangle could indicate a phantasm and a circle would be a clone. Kinda important for a phantasm mesmer in a game with so many particle effects (this is important x10 in pve). Would be even better if a small image of each phantasm would be showing instead of a simplistic triangle so we know exactly which one is up.
Man are 3 things max…can’t remember what you did 10 seconds before? Seriously
if fights were lasting 10sec at all times you wouldn’t even need to remember anything because your phantasms would be on CD………..
1vs1 will never last more than 10-15 secs in tpvp…if so someone is failing, you on going 1vs1 vs someone you can’t kill in decent time (Aka alone vs bunker, being stomped at first backup) or your mates if someone is contesting your point and they don’t backup in time..if you fight for so long with nothing happening you failed already..if you’re talkin bout hotjoin why do you care…just throw in random kitten on low rank’s zergs…still works perfectly..
(edited by Archaon.6245)
1vs1 will never last more than 10-15 secs in tpvp…if so someone is failing, you on going 1vs1 vs someone you can’t kill in decent time (Aka alone vs bunker, being stomped at first backup) or your mates if someone is contesting your point and they don’t backup in time..if you fight for so long with nothing happening you failed already..if you’re talkin bout hotjoin why do you care…just throw in random kitten on low rank’s zergs…still works perfectly..
depends which class you 1v1 against. A stealth/sustain p/d thief could take a while for example. I mainly talk about solo roams in wvw, who cares what happens in hotjoin… this wouldn’t be much helpful for anyone who has played mesmers for long enough but would be very helpful to those getting into mesmers.
1vs1 will never last more than 10-15 secs in tpvp…if so someone is failing, you on going 1vs1 vs someone you can’t kill in decent time (Aka alone vs bunker, being stomped at first backup) or your mates if someone is contesting your point and they don’t backup in time..if you fight for so long with nothing happening you failed already..if you’re talkin bout hotjoin why do you care…just throw in random kitten on low rank’s zergs…still works perfectly..
depends which class you 1v1 against. A stealth/sustain p/d thief could take a while for example. I mainly talk about solo roams in wvw, who cares what happens in hotjoin… this wouldn’t be much helpful for anyone who has played mesmers for long enough but would be very helpful to those getting into mesmers.
Solo roams where….? You know this is s-tpvp forum right? Noone gives a single kitten to zerg vs zerg here…not difficoult to remind what you used before anyway, like counting stability secs with bunker guard…you can’t just look @ your icon while ppl are trying to stomp your kitten so what? A ding ding sound when stability is about to end? …too much casual friendly around already imo…playing good must NOT be easy…
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
This.
and you agree for what reason, exactly? is showing a mini icon of x phantasm instead of a circle will render mesmers skill less? Like really? Do some of you even think for themselves or just quote people who stream/posted multiple builds on this site with “This” as if agreeing with such a person makes you smarter and more knowledgeable? Serious question because i really don’t get it. I suggested the tiny circles change for something more visually appealing while helping you see what you have currently up, he brings the “Part of playing a mesmer skillfully” as if something as simple will render mesmers skill less and people just ‘yes i agree’ lol. Anet is already working on removing pet tags so tourneys are more appealing to watch with 150 pets running around and this is essentially the same thing except for the player and not the viewer.
I will give you a stupid example. Lets say anet forced all their players to play with a layer of vaseline (yes you heard that right!) on our monitor and i came here suggesting to remove the kitten thing so our gaemplay becomes more fluid and precise. Would this render all class require less skill because you can see more information on screen? This is essentially the same thing, the more information on screen=the better, that simple. I did not suggest something like making phantasms hit for 10k at all times but a minor tweak that has nothing to do with rendering the class ‘easy’. Last time i checked having more information isn’t exactly making things easy but improve gameplay as a whole.
This /joke.
If you can’t remember what skills you spammed then why should you get a freebie that say, “Hey buddy, you have some phantasms, not clones”
I play elementalist, so I have to remember 12 skill cooldowns at once (part of the class I know) and whether I’ve used them or not, I don’t get a sign that says that fire skills are off cooldown. Dumbing down classes further should not be on anyones list of priorities. Making this game skill based and less passive should be.
My opinion anyway.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
sage.
btt: use your brain and remember what you cast first instead of begging for dumbing down your class
1vs1 will never last more than 10-15 secs in tpvp…if so someone is failing, you on going 1vs1 vs someone you can’t kill in decent time (Aka alone vs bunker, being stomped at first backup) or your mates if someone is contesting your point and they don’t backup in time..if you fight for so long with nothing happening you failed already..if you’re talkin bout hotjoin why do you care…just throw in random kitten on low rank’s zergs…still works perfectly..
depends which class you 1v1 against. A stealth/sustain p/d thief could take a while for example. I mainly talk about solo roams in wvw, who cares what happens in hotjoin… this wouldn’t be much helpful for anyone who has played mesmers for long enough but would be very helpful to those getting into mesmers.
Solo roams where….? You know this is s-tpvp forum right? Noone gives a single kitten to zerg vs zerg here…not difficoult to remind what you used before anyway, like counting stability secs with bunker guard…you can’t just look @ your icon while ppl are trying to stomp your kitten so what? A ding ding sound when stability is about to end? …too much casual friendly around already imo…playing good must NOT be easy…
calm down bic bwoiiii. no1’s talking about zerging… yeah, playing good must be very hard in 2013.
I’m neutral on this; and this is for sure in the wrong subforum….
This is one of those things that would add polish to the game imho, but at the same time take too long and not actually effect gameplay.
Mesmers would be useless then if the enemy can see what they are….
OP just a thief wanting his 1 button spam easier to kill a mesmer?
Mesmers would be useless then if the enemy can see what they are….
OP just a thief wanting his 1 button spam easier to kill a mesmer?
Atleast read past the thread title please. OP is enough.
Phant mesmer is brainless playstyle anyways, but I see nothing wrong with different icons.
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
i agree…i dont want mesmer to get like necro is atm….it doesnt feel rewarding at all
http://www.youtube.com/user/OfficialSensotix
Sensotix’ Builds & Tutorials Collection
I have a good idea. Let’s just remove clones and phantasms. A profession that places down up to three sources of it’s damage, that each stand up to 900 units away from target, can hit for in the 1000"s of damage whilst the player can now simply focusing on survival via evades, stealth and blinks doesn’t really have a place in skilled PvP.
If they must remain, cast the phantasm, it does it’s damage once and it’s gone. Their range and cooldowns are short enough that this would make equal/on par with every other damage mechanic of the other professions. No other profession can place down three sources of damage that fire at range/leap finish/gap close and chase down their target and keep repeating so until target is downed or moves out of an entirely large leash range.
I love mesmer, but let’s face it, it defies the entire nature of PvP. Fire and forget skills are brainless and lack any sort of skill…especially when on unusually short cooldowns for how damage they do, they can be manipulated and cause secondary effects on death.
OP, noobing it up QQstyle.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Mesmers would be useless then if the enemy can see what they are….
OP just a thief wanting his 1 button spam easier to kill a mesmer?
what the hell are you talking about? First of its already easy to see a real mesmer if you’ve been playing for over an hour… Secondly i think you didn’t even get what im even talking about. The change of ‘circles’ is what you see near your F bar (on the left of Mind Wrack)… How exactly will this all of a sudden make the enemy “see what they are” if the circles only mesmer sees? I’m NOT suggesting to put stupid icons on top of illusion heads so all can see wtf they’re. Also, i have no thief, haven’t played a thief and will never make a thief. have way over 2k hours on mesmer and the only class i play. and before some1 comes with the “lolololol that many hours and you want such a minor change for nabs” YES, because this change isn’t just for me but for everyone in the game, those starting on a mesmer included.
(edited by Nuka Cola.8520)
Part of playing a mesmer skillfully is knowing what phantasms and clones you have on the field, in what order you placed them down, which ones are in danger, and which ones will be replaced first. That increases the skill cap.
Not only would a change like you propose be difficult to actually use effectively since the icons would be so small, it would also be dumbing down the class, which is bad.
i agree…i dont want mesmer to get like necro is atm….it doesnt feel rewarding at all
sorry to break it for you but a phantasm/stealth auto pilot build are WORST than necs for 1v1’s.
OP, noobing it up QQstyle.
do you ever leave a useful comment or “lol” “l2p” and “qq more” is all you’ve learned?
I have a good idea. Let’s just remove clones and phantasms. A profession that places down up to three sources of it’s damage, that each stand up to 900 units away from target, can hit for in the 1000"s of damage whilst the player can now simply focusing on survival via evades, stealth and blinks doesn’t really have a place in skilled PvP.
If they must remain, cast the phantasm, it does it’s damage once and it’s gone. Their range and cooldowns are short enough that this would make equal/on par with every other damage mechanic of the other professions. No other profession can place down three sources of damage that fire at range/leap finish/gap close and chase down their target and keep repeating so until target is downed or moves out of an entirely large leash range.
I love mesmer, but let’s face it, it defies the entire nature of PvP. Fire and forget skills are brainless and lack any sort of skill…especially when on unusually short cooldowns for how damage they do, they can be manipulated and cause secondary effects on death.
That’s how anet designed mesmers and if thought phantasms were too much its in their betas this should’ve been changed, not 1 year later.