Highest ranked reached 28 soloq
Isle of Janthir
I never ran any confusion dmg on my mesmer until after confusion damage was nerfed in half. After some tests I thought confusion/condition type builds for a mesmer was still viable(not optimal). However after the most recent patch I noticed that my confusion was doing less damage than b4 the update. I read in the patch notes:
:Fixed confusion to no longer fire extra times on skills due to hidden script actions.
So confusion got nerfed again. Did anyone else notice it was procing less? My question to Devs is were these hidden scripts active b4 confusion damage was nerfed in half? if so could that have been the reason confusion was doing more damage than intended? If yes maybe nerfing confusion damage in half was to big a nerf
Or did these script errors occur after the initial confusion nerf? Do you think the damage confusion was doing after it was nerfed was to much? because its doing even less damage now. Either way this most recent nerf made confusion/condition mesmers builds even less viable. Is there and chance at possibly getting a 10-15% increase in confusion damage or maybe getting it proc a few more times. As it stands power/crit mesmer build are considerable more powerful than condition memsers and there is no real incentive to play and condition mesmer over a power/crit build.
what are you thought everyone discuss!!
ps: sorry for all the grammatical errors I posted this from my phone ;/
The script errors were causing things like an elementalist dodging in earth attunement and taking 12 hits of confusion. Pre-nerf or post-nerf, this was silly.
Absolutely. The dodge skills really messed up a bunch of people with confusion. I think the OP still has a point though.
The 50% reduction came at a time when those script errors were in place (I’ve seen confusion proc on some traited dodgerolls for as long as I can remember). Was that nerf based on damage from skill activation and script errors? If so, there’s an argument to boost the damage a bit now that the script errors have been fixed.
Fixing the script errors needed to be done but my point is that those errors may have made confusion seem more powerful than what it really was. Now that they have fixed the errors confusion is doing even less dmg than after the 50% nerf maybe its time to re- evaluate its damage and have it boosted a little bit.
(edited by vincecontix.1264)
I think you raise a valid question about the confusion changes, but I think your subject line and description of a bux fix as “another nerf” to Confusion muddy the issue. I think there are some good questions, though, such as:
While I agree I could have labelled it better but the point is this most recent patch did make confusion less effective/reduced its dmg output which is essentially a nerf. After confusion was nerfed by 50% its damage wasn’t an issue anymore no one complained about it being op. Most thought it was to weak and its just got weaker again.
Also lots of well known builds got nerfed in this recent patch but those said builds (shatter/power-crit/phant/boon) are still much better than condition mesmers, I think Confusion being mesmers most accessible and powerful condition should be under consideration for a bit of a buff by the devs.
I think you raise a valid question about the confusion changes, but I think your subject line and description of a bux fix as “another nerf” to Confusion muddy the issue. I think there are some good questions, though, such as:
- Was the issue identified before the damage on Confusion was reduced?
- Were these instances of extra damage excluded from your analysis of the damage of Confusion when deciding to reduce its damage?
- Is it possible that Confusion’s damage output was artificially inflated in anet’s analysis by this bug?
1 im sure it was they just havent gotten around it before
2 im sure they overlooked that (while being busy figuring out how to buff the thief)
3 im very sure of that too
wvw and spvp has to be separated!in wvw confusion used to be viable and good in lager group fights.
now with 50 percent less dmg, the bb nerf and the script fix(and that should have happened wayyyyyyyy before and not after major nerf!!!!) confusion is a joke!
u need cleansers (we got 1 commonly used in wvw =nullfield)
u need more thoughness in wvw if u hit zergs
u need conditions (multiple targets, not just 1) in wvw
u don’t need the new nerfed clones in wvw as they die instantly
u need aoe
u don’t need skills that randomly apply a condition, u need reliable ways to apply them, like glam
u needed blurred frenzy the way it was (for those who like mh swords)
u need speed buffs as there is a lot of running arround on large maps going on
u need to survive ac’s, ballistas, oil, cannons. mortars, catas, trebs, guards(darn archers) and 25-70 players
….sooo yeah spvp and wvw should be balanced differently.
lol selan don’t bring thiefs into to this post. Off topic though no memser shouldn’t be complaining about thiefs as a class mesmers having everything they need to dispose of them quite easily.
lol selan don’t bring thiefs into to this post. Off topic though no memser shouldn’t be complaining about thiefs as a class mesmers having everything they need to dispose of them quite easily.
Define easily.
A well played thief can easily defeat a well played mesmer.
Easily= without to much trouble.
My point being thief and mesmer are imo pretty even in 1v1 encounters with a slight advantage going towards the mesmer. Mesmer has among the best in combat mobility in the game. All you have to do is get a few phants and let them do most of the work. Even if you are not a phant mesmer build playing like one is a good strat against most thiefs. Condition mesmer on the other hand would have a bit of a harder time.
(edited by vincecontix.1264)
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