Two Simple Changes
I do like the idea of clones moving around, and would certainly make for more interesting playstyles than just being pure damage fodder (shattering, conditions or whatever). Simple circle strafing, or even more random movement patterns – they key is they should all stand still when the mesmer stops moving.
Dodging I’m not too sure though, I think that should be unique to the player – for me it wouldn’t be visually appealing to see 3 clones all flipping at the same time as my character does, and add to that the whining that would come from every other class.
I too like the idea of clones moving as I move, if they dodge when we dodge, it should be the animation only, not the invulnerability. As crazy as this sounds, I want good players to be able to tell the difference between me and my clones. It’s no fun if they can fool everyone.
gw2 has the most bs AI there is an you’re asking clones to dodge when you do? Nothing will happen to clones because for them to do anything else than what they’re doing it needs AI and AI is none existent.
Heh, they cry “OP” about Mesmers already. As much as I honestly love those 2 ideas, we’d get nerf’d into frigging Gehenna, if they were to see the light of day. Hell, just adding offhands/duplicating boon-tags would toss enough extra chaos into the mix.
Other 80s: Any but Warrior
@Crossplay, yes, I meant just the animation. When I’m fighting another mesmer on my mesmer, it’s as easy as waiting for them to dodge roll to establish target, then popping phantasms once I have the real mesmer because phantasms will not get lost in the clones. Then watch the target drop with little to no effort, shatters scattered here or there as needed for burst.
But if all their clones dodge rolled too, then I couldn’t so easily establish a target. And if you’re not a fan of the in-sync dodge rolling…how about just a randomly spaced dodge roll…perhaps every 5~10 seconds (2.5~5 with vigor). As long as the clones are dodge rolling somehow, it will make it more difficult to differentiate them from their master. And yes, random movement would be a neat idea too. Any kind of movement really.
As for being “OP,” it doesn’t really affect our ability to work in PvE (mobs ignore clones) and it doesn’t really work on more skilled players (for reasons stated previously), it certainly doesn’t improve our damage or give our clones more health…it’s just there to make it more difficult to identify the real mesmer instead of immediately going “Welp. There she is. That took all of two seconds.” Also, even with a crappy AI, it would still be an improvement to have them moving. Even if it bugs out and doesn’t move as it should, or stops attacking or something. It’s not like we’re going to miss that extra 10 damage (unless you live off of staff condition clones…then maybe you would be more concerned, but ranged clones are less likely to bug and miss their target than melee clones, so it’s a moot point).
(edited by Simplicity.7208)
I’ll cosign your idea for Change #1. More realistic movement would be nice.
I’d cast a “nay” vote on the dodge-rolling though. I don’t want to interrupt my Phantasms who are already on long cooldowns. Even if they get the same cooldown we do from interrupted skills, they can be fragile and die before getting attacking again. My combat shouldn’t be tied to them that much.
Dragonbrand
I’ll cosign your idea for Change #1. More realistic movement would be nice.
I’d cast a “nay” vote on the dodge-rolling though. I don’t want to interrupt my Phantasms who are already on long cooldowns. Even if they get the same cooldown we do from interrupted skills, they can be fragile and die before getting attacking again. My combat shouldn’t be tied to them that much.
phantasm movment shood stay same only clones move and dodge with you and also if I may add clones shood have also ur offhand wepon
I’ll cosign your idea for Change #1. More realistic movement would be nice.
I’d cast a “nay” vote on the dodge-rolling though. I don’t want to interrupt my Phantasms who are already on long cooldowns. Even if they get the same cooldown we do from interrupted skills, they can be fragile and die before getting attacking again. My combat shouldn’t be tied to them that much.
phantasm movment shood stay same only clones move and dodge with you and also if I may add clones shood have also ur offhand wepon
Well that makes too much sense. Only hiccup I can forsee now is dodging after sending out the iLeap but before the swap. If we swap to the wrong location, the immobilize could miss.
This all said, I’m pretty sure that devs once commented that clones are only supposed to be a distraction and not a means of plain-sight stealth. After all, we still don’t have those OH weapons on clones, so this would be even further down the list.
Dragonbrand
Hehehe even when i would love to actually mess with ppls minds like that its probably quite OP. Better moving clones its nice, but then if you dont dodge could work just the same like a stealth in plain sight.
Idk, just give me 1 or 2 more skills like swap to change position with clones and ill be a very happy mesmer Ok, maybe not in staff, its allready an excelent wep. but could work in mirror images and GS clone? Hit mirror blade, swap with clone, ilusionary wave… sounds fun :P
Just like thief stealth though, our stealth-in-plain sight would be wrecked with some simple AoE. In fact worse for us since AoE would essentially OHKO our illusions effectively destealthing us. And yeah, I don’t particularly think phantasms need to change. They’re not around for distractions, they’re around as our 1v1 hammer.