Not gonna rage here about how broken or silly things are or look to start a flame war, I just feel the Mesmer needs an overhaul to truly feel like a Mesmer again. Please note I do not have a degree or experience in game design either, but as a sensible gamer these are my thoughts. With the disclaimer out of the way (btw feel free to reply and add your own suggestions or thoughts) Lets get down to the meat of it..
The Mesmer is great fun but something really feels off about the class. Specifically the need to focus on Shatters and illusions with ever single build. These are impossible to ignore and play without as nearly all of our traits directly or indirectly influence them. The Mesmer can currently play Support, DPS and in rare cases even be a bit meaty and tankish, however all of these play styles are focused on how we use Illusions. This is a Problem in PvE and PvP alike in various aspects and respects.
Current Build:
Mesmer is Highly situational and can spec for very specific types of encounters but is often at a loss if such a circumstance is not met (Much like the original Gw1 Mesmer pre-buff). There is a lack of party buff, aoe, and direct damage on the majority of weapons and across utilities and elites (depending on race). This causes the Mesmer, more often than not, to rely on enemy stupidity and panic to generate indirect damage (Example, Confusion condition).
Future Build:
Mesmer is more well rounded and effective in multiple situations, relying less upon Illusions for damage and self sustenance and is able to rely on other forms of play to cause havoc and mayhem for the enemy. A larger variety of play styles can be adapted and the Mesmer can fill nearly any roll successfully in at least 2 ways (two different styles).
So how do we get to the future Build? here are my thoughts on various aspects of the profession and how they might be tweaked or shifted to make the class more robust and less niche filler (not to say that filling a specific niche is bad but.. anyway).
Illusions.
Clones: Clones should be generated with the same health as the creator and potentially Armor as well. Upon being generated in combat, clones should inherit current health, conditions, and buffs. Clones should retain their complete lack of damage and still remain Attached to a target until death of either party (Player or attached target).
Why: This creates a much more solid decoy that can be ignored also has the potential to reach its target if commanded to charge and shatter. Still easily recognizable to the veteran eye by the lack of movement, skill use, and reaction when beaten like a wet rug.
Potential issues and Solutions: Condition and buff abuse from clones. Players might potentially find a way to draw these buffs or conditions or spread them to the rest of the party, causing 5-20 seconds of pure terror for the opposing side.
Solution: Clones cannot be affected by shouts or skills of this manner and do not count towards any bonuses from such skills.
Phantasms: These should be untied from the Targets death as well as the standard F1-4 shredding commands. These are meant to be physical representations of hexes and thus should stay in the world for a period of time similar to the Ranger and Guardian summon skills. Phantasm’s should, once brought into the world, be tied to a replacement shatter (Example, Illusionary Beserker -> Cast -> Replaced with Shred which applies cripple to all foes nearby its location -> Shred use -> Cool Down begins) Phantasm’s should remain tied to the 3 illusion limit.
Abuse Potential: very small, by keeping Phantasm’s tied to the 3 illusion limit this still only allows for 3 at any given time preventing any small armies from appearing on the map.
“Gw2, It’s still on the Table!” – Anet