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Posted by: Spanny.9256

Spanny.9256

if i were a dev i would definitely think about giving a condi mesmer a little bit of their confusion damage back,
i mean basically the only way i’m able to kill a person in pvp or wvw as a condimes is to have about 3 or 4 stealth skills and hope the opponent doesnt notice the bleeds my duelist/other illusions is putting on him >.>
i’d say the actual confusion from sceptre/torch is very bad compared to the bleeding/torment you can burst onto a foe every once in a while, i mean on a lucky confusion burst i could maybe get like a 1k+ hit from some1 for like MAYBE A SECOND before all the confusion goes away. i mean the stacks arent even worrisome anymore. at least give us a little damage back, nerfing it to 50% damage was a little overboard in my opinion.

oh and my second patch would be to make the trait "illusion summoning skills recharge 20% faster translate over to “deceptive evasion” so that ur endurance recharges 20% faster since it creates a clone after ur dodge XD (<= joke (no w8 pls let this happen))

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Posted by: Menaka.5092

Menaka.5092

Confusion had high damage because it was a condition meant to punish the player for using skills. The real problem was that it was really easy to get lots of stacks on zergs that were mindlessly spamming their autoattack and destroy them.

So they made a double “fix” that destroyed confusion builds: they put a cooldown on the trait that applied confusion on enter/exit ethereal fields AND they cut the damage in half. In this way we cannot apply large stacks of confusion to large groups and even if we manage to do it (with interrupts and perplexity runes for example) the damage is so low that there’s no point in doing it.

I tested the perplexity runes… the best confusion damage I’ve seen in the WvW group setting I play usually was about 1.5k. That’s IF the enemy uses one skill. It’s less than damage I can get from a non-crit mindwrack… so where’s the point?

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Posted by: Spanny.9256

Spanny.9256

i never knew about a problem with stacking confusion on zergs, seems like a legitimate strategy but i guess you have to protect the idiots spamming their auto somehow. i was mostly referring to 1v1 battles with sceptre, not the glamour confusion build, but i guess i understand why they did it now, which was unfortunate for any other sort of confusion build NOT meant for wvw zergs. they probably could have just put the cds on the glamour confusion traits to not hurt the other builds..

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Posted by: Advent.6193

Advent.6193

I’ve said it for ages … if Glamour-Bombing was the “Big Problem,” all ANet’s heavy-handed selves needed to do was add an AoE target limit to Confusing Enchantments in specific.
Funny that they went all-out, and months later … introduced a set of Runes that cause
nastier Confusion than we used to toss in-house.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

(edited by Advent.6193)

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Posted by: selan.8354

selan.8354

yep agreed. well nowadays, people bring condition cleansers with them, plus 25 stacks never lasted long. it would hit 25 real quick and then drop very fast.glambombs also only were this strong in a dynamic group. u have to be pretty coordinated to do this right. u wanna pull people through the fields to get high stacks, ets. 10 necros atm can do twice as much condi dmg than what a mesmer glam ever could. plus they can chain fear u through their marks.

it went for us mesmers

from this (10-13 mesmers,1 ele, 2 guardians)

to something like this(they lack a mesmer at first)

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

(edited by selan.8354)