So with the upcoming DE changes alot of turmoil has started on the forums, for good reasons. The mesmer in itself is a design catastrophe at this point for multiple reasons. Mainly because of our class ability Shatter not interacting with all builds the way it should. We have exactly 1 valid pvp build that makes “real” use of shattering multiple times in a drawn out fights, the other builds (Phantasm/Pu/Clonedeath) are more hurt by shatters than what they get out of it.
This is a big problem concerning longterm design changes. Because we have a very narrow use for our class ability across all builds. A phantasm build is essentially a build that doesnt make use of its class ability(aside from distortion), that would be the same as designing thiefs around not using steal, warriors not using burst skills or necros not using death shroud. See how silly that sounds? But the reality is that we are essentially designed that way in every build that isnt centered around shattering.
I understand that decision making should be involved in all builds, but at the moment shatterign 3 phantasms for example will always be a decision you wont make for offensive purpouses (Mindwrack, Diversion, Cry of Frustration) in phantasm builds.
The same is true for clonedeath/condi builds, when having clone death traits equipped shattering illusions results in less damage than the enemy actually killing them, again bad design. The passive function of abilities should never outweight those of active ones with lenghty cooldowns that involve a high risk , like shatters.
Heres a small list of traits that advertise to basicly ignore shatters:
Empowered Illusions
Crippling Dissipation
Sharper Images
Debilitating Dissipation
Phantasmal Strenght
Compounding Power
Phantasmal Haste
On the other end of the spectrum we have a ton of traits that only take effect when we actually shatter, standing in a huge contrast to those other traits, ontop of it most of those share the same lines as traits that advertise shattering. This leads to the state we are in now, basicly you either shatter or you dont shatter, there is almost nothing in between.
Something needs to be done here, traits that buff Phantasms and Shatters should be split into different trait lines and made easier accessable to increase build vaerity.
For example shatter bunkers could be a thing but get completely hindered by trait placement.
As a shatter mesmer you NEED Deceptive Evasion and you NEED Illusionary Persona, theres no way around that, leaving you with 20 points to spend in other builds.
If we take a look at the current most used pvp build for shatter we are gonna end up with the 20/20/0/0/30 build. Now why is this one so effective? Because you can grap 2 major traits in the Domination line that hugely improve the build. Inspiration has some very strong traits for shatter builds, but they are placed to far down the line. Restorative Illusions and Shattered Conditions would be both exceptional tools for shatter mesmers but they are both grandmaster traits, leading back to the problem of relyance on Illusionary Persona and Deceptive Evasion.
Now there are 2 solutions concerning this particular problem, either move those traits in a way that they are accesable by builds that run DE and IP or , and im going to get alot of hate for this, make Deceptive Evasion a baseline ability.
Now this sounds insane I know, but just think about it for a second. There is a reason why every build thats used in PvP uses Deceptive Evasion, its not because the trait is overpowered by itself, it is because every build using shatters is basicly designed around Deceptive Evasion at this point. And this is what hinders the Mesmer class and build diversity the most.
Shatter Mesmers NEED the clone generation , otherwise Shatters wouldnt do sufficient damage in their current state, the same is true for mesmers who want to utilizy more defensive shatter traits, without DE chaining shatters is naught impossible because you would be bound to cooldowns from weapon skill that produce clones and shatters, making the whole concept more and more difficult to pull off.
Of course that would mean that all other damage values and abilities like clone death would need to be readjusted accordingly , but in the long run and for the sake of a class that should actually be able to utilize their class ability at all times and across all builds it is the only option to realy fix the mesmers.
Ontop of that we finally need a good reason to actually shatter phantasms.
Move all the phantasm traits to trait lines that fit them more, add traits that give added damage if you shatter phantasms for example, this could be a grand master trait.
I could go on but I´d like to hear what the Mesmer community and Anet thinks about this. This issue has been here since release and never realy got adressed, if at all it got worse.