All the mesmers will want this
Yeah. It always throws me closer to the evil, for whatever reason.
Tarnished Coast
1. This should have been posted in the Mesmer section.
2. The entire set of Mesmer downed-state skills need to be reworked.
I play spvp a lot and from my experience, 90% of the time, when pitted in a downed 1v1 setup, I will lose. That’s unless either the enemy had significantly less health than I did when we both dropped or if the other player is also a mesmer.
Whenever I’m downed at the same time as my enemy, they usually end up having a better skill than my #2, which gives them either more health (such as calling your pet to heal you) or by doing extra damage on top of whatever their 3rd dmg skill might be. It’s seriously frustrating and I usually I don’t even try to fight back because of it.
We’re way way off balance when it comes to downed-combat.
Don’t forget that Downed Skill #3 can’t even outdamage Healing Signet!
I know the problems of mesmers downed state, however: when making #2 groundtarget, mesmer prettymuch has thief downed #2, #3 and a clone on one skill.
Also, I dont think balancing downed state has high priority to ANet, otherwise, ranger downed #3 would have left the game a long time ago.
Mesmer downed #2 is fine. As said, it makes you invisible (useless in PvE), teleports (kinda useless in PvE) you and summons a clone with confusion.
Don’t gamble if you fear the risk.
I play spvp a lot and from my experience, 90% of the time, when pitted in a downed 1v1 setup, I will lose. That’s unless either the enemy had significantly less health than I did when we both dropped or if the other player is also a mesmer.
And now keep in mind that due to WvW stomp-avoidance, most would consider our downed state one of the strongest ones (reliable anti-stomp on #2).
I’m not saying I don’t agree, I just think asking for downed states to be “balanced” is a bit futile. They’ll never be unless they’re identical, and even then it’d be unbalanced due to armour/trait imbalances.
Rather, bake the balance into the class. A class which is easier to down should have it easy to recover from downed, and so on.
At least make it work like staff 2 porting you away from marked enemy. In PvP you anyway know wich is the real one… (thx deathmark -.-’’)
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And now keep in mind that due to WvW stomp-avoidance, most would consider our downed state one of the strongest ones (reliable anti-stomp on #2).
It’s not that reliable, I was stomped from around a wall after using #2 and still in stealth just the other night. We’d be better off with an interrupt.
And now keep in mind that due to WvW stomp-avoidance, most would consider our downed state one of the strongest ones (reliable anti-stomp on #2).
It’s not that reliable, I was stomped from around a wall after using #2 and still in stealth just the other night. We’d be better off with an interrupt.
Cannot be stomped in stealth.
Devs PLEASE PLEASE, make Deception (#2 skill on downed) function similarly to thief’s downed skill, give it a ground targeting option. Here are the reasons why: you never know where you are gonna get teleported so mostly its in big red circles, under the boss, nowhere, to the next enemy, to your death, right under the attack etc. Its really unfair that we have a skill with 50/50 suicide/salvation while eles can freely roam and enter keeps and towers with their #2 downed skill or thieves that teleport NOT under the enemy. Please devs consider it.
I agree. I think our downed state skills are fine. #3 does tons of damage in phantasm build but yeah, our #2 is more annoying than useful in PvE. In PvP it doesn’t matter that much in my opinion.