I did not write this nor do I take any credit, but this person sure knows what he/she is talking about. I would love to see Phantasms changed like this as it would make mesmers alot more fun to play.
source: http://wiki.guildwars.com/wiki/Feedback:User/Guild_Wars_3_perhaps/Mesmer%27s_Phantasm_Reboot
This suggestion started as a discussion response to Mcscamper’s Rethinking Phantasms feedback post. I give full credit to Mcscamper for serving as the source of inspiration for my own thoughts on redesigning this mechanic. Might want to read Mcscamper’s post first for some background before continuing here. Also, the discussion tab here copies over the contents of Mcscamper’s discussion tab relative to comments made about my input on that page. Lastly, the discussion tab delves into the nitty-gritty of how to program the suggested changes; much of which already exists in one form or another in the current iteration of the game.
I like the overall tone of this feedback suggesting that Phantasms should be something more than a powered-up clone. I’m also in agreement that many of the Mesmer mechanics are not quite “there”, yet. I don’t attribute this to bad design, as obviously much care and thought has gone into this profession. Being a master of psychological manipulation, it’s a very tough class to get just “right” while maintaining effectiveness and balance with the other professions. Especially within the limits of a game world where so much of the interaction and feedback with that world is purely visual. How does one convey confusion and misdirection, for example, under such limitations? A tall order, indeed.
One thought I have with regards to Phantasms is to return to their roots. Per the wiki, they are desribed as a “…mind trick…[which] will only attack the target upon which they were summoned…[and] can only exist for as long as that target is alive…”. During developer interviews and panel discussions, I’ve also heard illusions described as existing only in the mind of their target. Taken as a whole, this implies the Phantasm is not real; it’s an hallucination of the Mesmer’s target.
To make this manifest in the game, Phantasms should only appear to their target and the Mesmer who cast it; no other players can see the Phantasm. In a PvP scenario, this would certainly up the psychological tension; if a player can see a Phantasm, they know it’s coming for them alone, no one else can see it, and no one else can help them defeat it (directly, anyway; more on that below). The Mesmer’s target is now wrestling with their own personal demon. The target foe is still free to attack their Phantasm and inflict damage on it, however.
This also has a carry-over effect of sowing discord and confusion among the target’s allies as they may witness the target break off from the current combat while swinging at thin air or running from the fight for no apparent reason. To avoid the target’s allies mistaking this behavior as leeching/non-participation in the fight, players afflicted with a Phantasm will be marked with an icon similar to the current condition and effect icons or have some sinister, swirling, magenta, aura writhing above their head indicating they are in the throws of battling a Phantasm (an animated version of the Luxon Ether Nightmare icon comes to mind). The difference being that a Phantasm is not a removable condition; the icon or aura is simply there to inform allies why their friend is acting strangely as well as allow the Mesmer to track which foe(s) have been targeted by a Phantasm.
To prevent Phantasms from becoming too overpowered as a result of being immune to targeting by anyone other than their intended target, add the following limiters to the Phantasm mechanic:
A Mesmer may only cast one Phantasm at a time. Casting a new Phantasm shatters the current one (with the possibility of said shatter causing some effect such as damage or confusion to the target). This now gives the Mesmer control over when and where to shatter their Phantasm, addressing one of the concerns raised by Mcscamper.