During the last 3 years a lot has changed for mesmers. Most being nerfs (confusion, scepter) and some general quality of life improvements. With HoT around the corner and the new trait system in place: What are the things that could and should be improved to make mesmers a lot more interesting to play as well as put it in a better spot compared to other classes for different parts of the game:
Deceptive EvasionA lot has been said about Deceptive Evasion as a trait, with chronomancer we get IR and still the feedback has been quite consistent: Deceptive Evasion is a must for virtually any build. So why should it be baseline:
-As stated before by the Devs themselves the class itself relies on shattering. Something the devs have recognised before in making the cooldowns 15% lower as a baseline, with another 15% gained from the illusions traitline.
Key here therefore is: We need illusions to shatter, while maintaining a balancing act so it’s not a perma shatter spike. So what can we do now? If you trait illusions these are the cooldowns:
Mind wrack: 10.25 seconds
cof: 21.25 seconds
diversion: 31.25 seconds
distortion: 42.5 seconds
That’s 8 shatters in 42.5 seconds or 5.31 seconds for 3 clones.
Without DE and using a scepter (our main clone generating weapon) we pop a clone every 1.75 seconds for 3 clones every 5.25 seconds. All seems fine doesn’kitten We got phantasms to match those clones? Euhm……..no.
During all changes many classes got access to cleaving skills on auto attacks (necro dagger for example), while clones never changed. This means in any pvp/wvw situation clones more often then not are collateral damage. This for most fights takes us to a place where we simply lack shatter ammunition. It’s like saying to a warrior you can’t build adrenaline or an elementalist to not being able to change attunements: it prevents us from using our class mechanics to it’s full potential.
Enter DE: With Deceptive Evasion we got a reasonable additional source to pop some clones out. It’s far from perfect, but it gives us a little bit of room to play with our class mechanics. Given how that currently is situated in the game and it being the only way for us to have any reasonable chance of at least shattering something: Please make DE baseline. It would open up a lot more build variation at the same time, since duelist line is no longer obligatory to take.
In the past this would have been impossible since killing clones gave conditions to those around it, but since all of that got removed there should be no boundry anymore to change this.
Phantasms in pvp/wvw
For pve I think they are at a fine spot. At worldbosses like Golem Mark II they take reduced damage and can survive in order to be functional. However just like I mentioned above: Phantasms didn’t evolve with the rest of the game. The main damage output and cleaving on auto attacks has become so big that more often then not phantasms are another innocent bystander being killed without people even trying to do so. The only exception if well placed might be iduelist due to the range it has, but that’s about it. It kills a lot of build variation we could and probably should have. Any phantasms within a 600 or less range will be insta killed.
Just to be clear: This doesn’t change if you trait for your phantasms to have more hp (persisting images). The raw dps in game has simply increased to much with all the buffs most classes had. A solution could be really simple and given how iavenger has become melee now even more important then it already is:
-Either give them the damage reduction they receive on worldbosses in every situation so people will need to hit them more often to kill them instead of the accidental aoe
-Make phantasms stronger baseline (more hp or probably better: more toughness independant of gear) for a similar result. This in term would synergize nicely with chronophantasm, which has and will suffer from the same squishyness.
Scepter
Amongst our main hand/double handed weapons we got 1 a bit OP (GS when traited), 2 in a solid spot (staff and sword) and 1 really sluggish still: The scepter.
The weapon some love and many dislike really could use some tlc. The speedboost is great. It really is. The change to confusing images was just spot on. It needed to be faster and hit a bit more. Skill 2 was perfect if you block with it, though the blind is slugish.
Sadly: The auto attack is what really hurts when you compare it to other classes. The attack itself is decent both in damage and speed, but it’s the torment that is out of sink. Part of this comes down to the nature of torment: It’s just not that potent a condition and 1 stack (~85 damage/second) is nothing but a tickle for classes like warriors or necro’s who got over 20k hp. It’s something even the devs themselves recognise if you take a look at the bwe3 rev change notes.
Just a little reminder of where scepter is coming from: Instead of torment it started out as giving confusion, which perfectly fits the mesmer theme and skill 3 of the same weapon. It was a way to punish people for acting against us and yes with the old confusion, before it got nerfed to the ground, it was OP for sure. I can see why devs don’t want torment to hurt to hard: a mesmer has access to both torment and confusion so can potentially shut an enemy down from casting and moving making them a sitting duck. however with the new way confusion works:
Why not remove the torment from the scepter and give it it’s old confusion back. The synergy with the illusions line and the rest of the weapon is obvious. (could even change the block to 5 confusion instead of 5 torment). It’ll make it more potent again and much more in line with the theme of the weapon as well as other classes mid ranged weapons. The old confusion issues back in the glam-slam mesmer days are long gone. The game has progressed, people have progressed and the condition itself is a shade of what it was. Yet even as a shade it’s better then torment currently is. On top of that it’s perfect for what a mesmer has been about since gw1: Shutting down opponents or punishing them for ignoring those shutdowns.
Another option would be to give it the same treatment most classes got: make scepter “cleave”. Either by making the third auto attack having an aoe effect or if you really want to stick with torment on it giving it aoe torment just like the sigil does (just double the stack if you do please). I’m sure if you guys run the dps numbers you’ll see it’s lacking.
Interrupts
The last point I want to try and bring forward in this post are interrupts. It put a big smile on my face when you guys introduced the new traits surrounding it. Interrupts are fun playing around, you can trait them to punish your enemies in several ways while they are still hard to land due to timing. However in the bwe I noted something with the potential to seriously hurt the interrupt option: A surplus of stability stacks/resistance for several classes which makes them impossible to land. While many other classes got unblockable skills/trait we got no skills of importance (other then gs3) doing just that. A small suggestion therefore to keep the mesmers unique feeling and interrupt mechanic in place: give us an unblockable interrupt or at least an option to trait for them being unblockable (looking at you mantra of distraction)
The end
To end on a high: I really like the way mesmer and the game in general has involved during the past 3 years. Some things really improved and a lot of bugs finally got fixed. I’m just hoping you guys can take the last step to making mesmers as awesome as they have been in the past and not just looking blindly at 1 weapon/trait combo that is close to overpowered. A lot of classes have gotten massive increases the last year. While there is no need for mesmers to become highest dps class or something close to that it would be great if you could introduce some quality of life improvements that keep us competitive.
(edited by HypnoticEyes.2683)