[SUGGESTION] Class mechanics
I am “sort of ok” with our class mechanic… enough that it works. I’d honestly hoped for a more robust revision/alternative with the Chronomancer though.
I like your ideas… changing “shatters” from a destroy-your-illusions mechanic to a buff-your-illusions one.
Overall, I don’t think keeping phantasms up for long periods should be a goal. It stops people from using 2/5 of their weapon skills out of fear of destroying a phantasm. I like to distinguish them from normal pet classes by encouraging people to think of the phantasms as temporary.
I wouldn’t mind seeing the damage dealt by a phantasm decrease over time, eventually going to nill to encourage players to replace them or shatter them when possible. In exchange, it could be nice to have the supportive abilities (cripple on iZerker, reflect on the Axe man) continue, even after the damage stops. A phantasm should never be useless, but a skillful cast of a fresh phantasm should always be preferred over passively ignoring one that’s been out for a while.
An additional concern I’ve always had is the disparity in playstyles depending on the environment. Interrupt builds are all but useless against bosses and shatter builds are often laughable in AoE heavy encounters. Frequently, I find myself needing to respec and regear when going between a mob-heavy phase of an encounter and the boss, which results in a clunky experience.
I’m not sure what the solution to that is. Give illusions stability and distortion when shattering? Allow interrupt to give some effect on bosses? Make some shatters GTAoE?
Now that IP is baseline I use shatters more often in PVE to interrupt or to become immune when I have no illusions up
The problem is that we are quite far from having shatters viable in PvE. Sure, they can be temporarily useful for very short fights, in particular in the cases Vizardlorde mention. But for a more sustained DPS (more than 5s), phantasms are clearly over. Currently, in PvE, I believe MW with 3 clones hits less than 1 swordsman every 3s. So if you have 2 clones and 1 swordsman, shattering is a DPS loss (since it takes very much effort to recast the illusions).
The problem is that you cannot make shatters more damaging… because PvP. You can’t either make the phantasms less damaging… because PvE. So you’re stuck in a PvP=shatter PvE=phantasm which is sad. The DPS rotation in PvE is really as boring as “cast 3 phantasms and then AA all the way”, I would love to jump around and shatter, but my DPS input would be insignificant.
As I said, my suggestion may not fix anything, but I thought it was interesting. I’ve always seen illusions as being our class mechanics more than just shatters.
And I believe PvP with a phantasm build can be very interesting and absolutely not passive. Since they can die very easily, you need to keep a close look and shatter whenever you think you will loose your phantasms. Or spec into a more supportive player, letting phantasms in charge of the main DPS while you try to buff them through active support to keep them alive. Or spec into lockdown which also allows your phantasm to outlive your opponent.
I actually use Shatters now in PvE but just for the F3 interrupt and F4 distort.
F1 to finish off short fights against trash.
But still. I’d love our class mechanic to give benifits to phantasm builds as well.
Our class mechanic isn’t ONLY shattering. It’s also being able to have clones & phantasms that deal damage.
Shatters are only a half of our mechanic but right now it feels Anet wants to push us into shattering too much.
I like a passive but skillfull playstyle. In a way i like the passive playstyle of condi mesmer builds but its not really skillful.