Mass Invisibility Idea
Would mesmer still see enemys? ????????
Fun idea but never gonna happen
Would mesmer still see enemys? ????
Fun idea but never gonna happen
Everyone would be able to see the enemies except those enemies’ allies. From their perspective, it would basically make everyone around them invisible, whether they were friend or foe.
It’s a neat concept to make it so that it’s not just another stealth skill, but I can see that becoming pretty game-changing in a player versus player setting.
It’s a neat concept to make it so that it’s not just another stealth skill, but I can see that becoming pretty game-changing in a player versus player setting.
Still, elites should be game changing IMO. Not enough so that people can be carried by them, but good enough to warrant their use as a standalone skill, not just some cover to cast something else like a heal or phantasm. As it stands, it is fairly similar to other utility skills like Shadow Refuge or Blinding Powder with the only major bonus being its range and the fact that it affects 10 people instead of 5(but I’d hardly call that “mass”).
Kinda cool concept, but we don’t need more mes QQ right now haha xD
“Maybe I was the illusion all along!”
I can’t understand why MI is an elite skill, i dont want to comapre it with shadow refuge which is superrior skill in almost all aspects (and it is only utility), but comparing MI with Veil shows that MI is underwhelmed. Veil hide ppl without amount restrictions, it is glamour and wroks with glamours traits, cast time 1/4 vs 1 3/4. IMHO any idea that makes this skill worth calling Elite is good.
Making foes “invisible” (to their allies) sounds really mesmer-y; a nice and very interesting concept if i might say so – after all, the Mesmer should be the Master of Illusions and Confusion, and what’s more confusing than letting someone think his allies disappeared all of a sudden?
Although there are two problems:
- Many players (especially on the Warrior/Guardian/Elementalist side) hate encountering stealth (“lol you hiding in stealth like a pu*** go learn play a class that requires real skill like my warrior11!!”). And offensive stealth to allies might be even more of a reason for them to QQ than defensive stealth on their foes themselves.
(Even i can see how it would annoy me, seeing as it would make helping someone that gets ganked harder) - The more important problem would be with the game itself. If you ever invited a stealth-capable foe into your party, you will know that he is always visible to you, even when he’s stealthed. Now, i don’t know why it works like that (intended or not?), but if it is the result of a side effect from the way stealth was implemented, it would be a problem for your version of Mass Invisbility – unless the devs decide to rework the way stealth works within groups, and i don’t think they would do that much work just to change a single spell.
-on the general state of mass invis- :
Okay, the current Mass Invisibility is pretty Decent for an Elite Spell. 90s is a nice Cooldown, and 1200 Range makes stealthing allies possible even after engaging hostile partys (when players and illusions are rather spread out a bit than cuddled together). Just like Timebubble it was probably Designed with Illusions in Mind (Quickness for the Mesmer himself isn’t too useful, since non-Phantasm Mesmer Weaponskills tend to be rather weak, so we get Quickness for both us and our Illusions, albeit in a limited area for balancing reasons), and the 10 Target limit was most likely intended to stealth both your party and your illusions.
But yeah, the further you reduce the scale of confrontation, the less impressive becomes Mass Invisibility as a stealth skill compared to both ‘Shadow Refuge’ and ‘Toss Elixir S’. I would go as far as to say that MI is even inferior to those two when you’re roaming alone:
- Both Shadow Refuge and Mass Invisibility can be countered in some way. For Shadow Refuge, it’s the approx. 2 seconds of Time that you musn’t leave the circle after casting the spell (otherwise you get revealed), for Mass Invisibility it’s the 1¾s long, extremly well telegraphed casting time itself.
- However: Shadow Refuge stealths you pretty much the instant you enter it, making you unsusceptible to any targeted Attacks, meaning it can be countered only by either untargeted knockbacks/pulls/Fear, or Hardcore-AoE bombing the SR. And all of those measures can simply be avoided by dodging within the SR.
A Mesmer casting Mass Invis on the other hand is still targetable, and thus susceptible to any ablity interrupting the cast, and unlike the Thief in SR he can’t simply dodge to avoid attacks coming his way, since it would interrupt the cast. - The stealth Duration of Shadow Refuge will trump out the one from Mass invis by far. You can easily use it to (for example) sneak past a larger zerg with a group of 5 people, while Mass Invis won’t give you nearly enough stealth to do so.
- ‘Toss Elixir S’ is basically Mass Invis with restricted Range, 5 Target limit, literally no casting time, a far lower Cooldown, and can even be traited in multiple ways. For self-stealth purposes, it’s far superior to Mass Invis in every way.
Of course, balancing Skills with only (roamers/small scale partys) in mind isn’t what should be done, but i think Mass Invisibility could be boosted somewhat in that department without making it Overpowered.
What would be if Mass Invis applied 5 seconds revelead to enemies in range when it was succcesfully cast? Of course this should be avoidable through block/invul/evade/doge (unlike ‘Sic Em’), and i think with 1¾s time and the very obvious animation to do so it would still give more than enough counterplay, not to mention the 90s cooldown
(edited by phirefox.2568)
I’m just not a fan of friggen 90 sec c/d with a long cast time and short duration… >>
but I still run it <3
“Maybe I was the illusion all along!”
Or, if we wanted to take the easy route to make it better we could make it a manipulation so that it can be affected by increased range and reduced cooldowns.