Mesmers have to be one of the toughest professions to balance damage for.
Our reliance on phantasms for damage has a few negative effects on Mesmer PvE. For example, it shackles us to the Signet of the Ether healing skill, which is necessary to ensure we can get three phantasms out right away in a boss fight. It means we’re extremely hesitant to shatter, because we know our DPS will take a nosedive if we do. Similarly, if we’re up against an AoE-heavy fight, our DPS is useless—I think we all remember that fight from Living World Season 2, right?
In a version of Guild Wars 2 PvE where the Mesmer’s various tricks matter as much as damage, that wouldn’t be a problem. Trading off DPS for interrupts or distortion would be seen as a viable trade. But that’s not the balance we have now. If your DPS isn’t top notch, you’re just slowing your team down. Sure, the Mesmer makes up for it if you’re in one of the fractals where Portal is valuable, or if you need reflects and don’t have a Guardian.
So how can we make Mesmers easier to balance?
Here’s my idea: make phantasms no longer act as illusions. Instead, phantasms should be one-shot skills that are summoned, do their attack once, and then dissipate, without ever counting towards your three-clone limit. At the same time, buff the Mesmer’s personal DPS to account for the lack of continuous phantasm damage. On top of this, these new one-shot phantasm skills should either do more damage up front, or have their cooldowns reduced, because they’re no longer persistent; they should also leave a clone behind, like an afterimage, so Mesmers don’t effectively have less illusion generation.
This approach has pros and cons. I’ll list some of them here.
PROS
Mesmer DPS would be much easier to balance. Once you treat phantasms as just a single attack, they can be balanced the same way every other profession’s weapon skills are balanced. Plus, our DPS would no longer be reliant on hoping our phantasms survive enemy cleave and AoE.
Mesmer DPS would be more reliable. Really, this is the big one. Being able to do reliable DPS as a Mesmer that isn’t reliant on hoping our fragile phantasms survive would be an incredible quality-of-life improvement.
Non-damaging phantasms would see more use. Right now, if you’re in a boss fight in a dungeon and have a non-damaging phantasm up, you’re not using one of your illusion slots to add to your group’s DPS, and that’s slowing things down. Potentially useful abilities, like the upcoming Chronomancer shield phantasm, would see little use in PvE as a result. Reworking them as one-shot skills would make them much more likely to actually be useful.
Mesmers could shatter more often, because clones are cheap. Phantasms would no longer count as illusions, so you could shatter your easy-to-generate clones more often, adding Mind Wrack to your damage rotation and not needing to hesitate to use Distract or Distortion as needed.
Phantasms would no longer be necessarily tied to a single enemy. While this wouldn’t matter for single-target phantasms, like the Phantasmal Swordsman or Duelist, it would give us the possibility of being able to ground target Phantasmal Warden or Berserker—how cool would that be?
CONS
It would make it harder to do be a huge pain while stealthed in PvP. However, I would argue that summoning a phantasm still shouldn’t break stealth (like it doesn’t now). It might be worth going for a “reduce phantasm cooldown” approach instead of an “increase phantasm damage” approach in this case, because giving a profession too much burst damage without unstealthing them is dangerous.
It would make Mesmers less unique. That’s very true. I can’t argue with that. But our uniqueness has been our downfall in the balance category for the entire life of the game. Maybe it’s time to look at the underlying problems with Mesmer balance and address those instead of just tweaking numbers.
Some existing phantasm traits would no longer work. Also very true. That said, those could be replaced with new traits. Maybe a trait that makes phantasms automatically do a one-clone Mind Wrack when they complete their attack?
Some existing phantasms would no longer work, period. Yeah, this is a tough one. The Phantasmal Mage on the torch would have to be reworked, possibly into a single AoE that grants fury to allies and burns enemies. The same for the upcoming Chronomancer shield phantasm, only with slow on enemies and alacrity on allies.
Conclusion
So, what do you all think?
I fully expect this won’t be a popular idea, and I also have no expectation it would ever be implemented. But I wanted to kick around the idea that perhaps the real problem with Mesmer balance is that our very core design gets in the way. Doing something like making phantasms one-shot skills instead of summons would, I think, be one of the less disruptive ways to address that.
(edited by Agent Noun.7350)