Good evening. There’s been quite a bit of muttering during both the beta and present day about the state of the mesmer. Some people hate it, some love it, but I would like to put forth a simple premise: the current illusion/shatter system is innately flawed. Regardless of your opinion of the mesmer’s current playstyle, I hope this ramble will help convince you of this statement, for the following reasons.
1) Shatter cannot balance its checkbook.
Here’s an arithmetic problem for you. Is seven copper pieces equal to three silver, and are both equal to five gold? Of course not. That would be absurd, since one is clearly more valuable than the other, and it would be foolish to think that all three should be exchanged for something of equal value.
Unless, of course, you’re the shatter system. To shatter, a phantasm that deals hundreds of damage per shot is worth exactly as much as a scepter clone that deals single digit damage at level 80, which is in turn equal to a sword clone that inflicts vulnerability with each hit, which is supposedly equal to a staff clone that inflicts condition damage. Every single one of those illusions have different amounts of power and different cooldowns, but shatter exchanges them for the exact same amount of burst damage. All illusions are equal, but some are more equal than others.
Basic game theory says this is stupid. If a used car salesman offered you a thousand bucks for a beat up old truck, then offered you that same thousand dollars for a luxury car in good condition, no one in their right mind would take him seriously. But shatter makes that exact uneven exchange, resulting in a class mechanic that only caters to a few builds. This is not good design.
2) The Mesmer has learned nothing from other professions.
We’ve seen other professions grow and change over the development cycle as they learned to cope with the game and improve their design. Each time they adjusted major features, Anet would describe the new elements and detail their reasoning, most of which was quite wise. Yet apparently, the Mesmer never got the memo, because it still makes the same mistakes other professions made far earlier and inherits the flaws of multiple designs.
Consider several cases…
*Early Warrior designs had a passive damage buff for higher adrenaline. It was removed because Anet realized players stacked damage in a boring manner rather than exchanging it for bursts.
*Ranger pets used to be all melee. This was changed because they realized that sometimes NPCs cannot survive in close proximity to enemies and AI pathing wasn’t always reliable, thus certain pets became ranged.
*Likewise, the Ranger interface was redone over and over again to ensure that players had control over their NPCs, because leaving anything up to AI behavior wasn’t acceptable.
*The Necromancer’s Death Shroud used to feature a Spectral Walk mechanic specifically designed to cater to minion masters. It was changed because the class feature needed to benefit all builds, not just one or two.
The Mesmer has inherited all of their baggage.
*Like the obsolete Warrior, it has passive damage (phantasms) and bursts (shatters). Low and behold, we have phantasm builds and shatter builds, and the two loathe each other.
*Like the old Ranger, the Mesmer has one particular design (minion bombing) and everyone is told to put up with it even when it doesn’t work. They’ve inherited all the requirements to babysit AI, but have been given none of the tools to control the behavior of their illusions, nor the customization to choose ones relevant to the situation.
*And finally, like the Necromancer, the Mesmer is handed a class mechanic that only caters toward one overall playstyle. Classes are supposed to be more than that: a banner/rifle warrior is not remotely the same as berserker axe wielder, nor does a flamethrower juggernaut engie play like a turret builder. But every single Mesmer is expected to be a minion bomber, regardless of whether or not creating fragile NPCs and sending them to snuggle a target is viable.