[Updated] mesmer balance suggestion

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Hi

I will be trying the same thing as I have done for the chronomancer and keep an updated list of mesmer issues and how we think they could be fixed. I have started a short list which mostly reflects my own opinion. I would appreciate the input from all of you to reach a general consensus of what all the community thinks.

Weapon skills
Overall, mesmers have good weapons, all having their niche. But a few changes would be great QoL improvements without making the mesmer OP.

Staff
Amazing weapon, our most polyvalent one.

  • Winds of Chaos: while staff is not really meant to be a damaging weapon, the staff burning did not get a buff when burning was changed to intensity stacking. Maybe 2s burning would be good.
  • Phantasmal Warlock: maybe some conditions on this skill?

Greatsword
Good weapon, nothing to change.

Sword
Very good main-hand weapon overall and best off-hand phantasm in terms of damage. Still a few problems:

  • « Illusionary Leap » is not very reliable.
  • « Illusionary Riposte » is too slow to riposte.

Scepter
Only real problem is the AA. It feels a bit sluggish except when using malicious sorcery. It does not apply enough conditions, so scepter clones are worthless. Also, in would be a huge help in PvE if the clone would not overwrite the phantasm.

Focus
Good utilities. Temporal curtain definitely needs to be able to add swiftness even if you already have some from other skills.
The phantasm uses an axe so should not proc fencer’s finesse

Pistol
Good weapon.

Torch
Same as staff: the burning of the mage seems underwhelming. 2 stacks of burning would probably not be overkill.

Spear
Good weapon.

Trident
Absolutely underwhelming weapon. It just does not apply any damage.

  • Siren’s call is very bad. It is similar to staff AA, but barely applies any condition. Considering the weapon does not have any other source of damage outside of the phantasm, this is very problematic.
  • Maybe blinding tide would be nice with an added offensive effect (confusion). As said, this weapon needs additional offensive skills.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Utility skills

Mantras
Mantras have been amazing while the recharge was bugged. Maybe the background recharge should be the proper way to deal with it (with tuned cooldowns). It still prevents too many uses in a short time but fixes the problem when only one charge is remaining.

  • Mantra of Concentration: stability is too short. 5s would sound appropriate.
  • Fix the bug where « Mender’s Purity » disturbs the use of « Mantra of Resolve »

Signets

  • Signet of inspiration could be instant skill. It would be a huge QoL improvement.
  • Signet of illusions is probably not very much used for its passive, this will be addressed later.

Manipulation

  • Arcane thievery is extremely unreliable and has a too high CD for only 3 condi/boons.
  • Mass invisibility should not reveal you if you reflect a projectile thanks to the manipulation trait.

Glamour

  • Veil needs a longer base duration.

Illusions
The 2 utility phantasms just don’t live long enough to be of any use in PvP. Even with trait and signet, they die too fast, especially since they are meant to be use in team fights (as they help allies).
I think the utility phantasms need to have the same HP as in PvE. For phantasmal defender, this is even worse as it takes the damage from allies. To be of any use, it should halve the damage taken by allies but not redirect it to itself.
Also, 1.5s cast time is really too long for a phantasm which will die in 2s.

Traits
The damage multipliers (fragility and harmonious mantras, but also from gear/food) should also apply to illusions. This would really help PvE mesmers.

Domination

  • Confounding suggestion (CS) is too strong right now. A first possibility is for the iCD should be increased but changed to per-target. Another possibility is to just remove this trait since it rewards cheesy playing and eclipse the on-interrupt trait.
  • Rending Shatter: not very much used, probably partly because of competition with CS but also because of the already high amount of vulnerability we have available in domination. Maybe another form of debuff?

Dueling

  • Critical Infusion: considering vigor was nerfed and boon duration has almost disappeared the iCD should also be reduced to 5s.
  • Duelist’s Discipline: please fix the bug so that the phantasm does proc the bleeding from this trait.
  • Harmonious mantras: the nerf to the damage multiplier was unjustified. The problem was mostly CS, not the mantras. This only hurts PvE, it does not really balance PvP.
  • Mistrust: not so strong, especially for a GM. The confusion could be buffed. I also had an idea some time ago which I think would be very interesting:
    https://forum-en.gw2archive.eu/forum/professions/mesmer/Suggestion-Meaningful-condi-interrupt/first

Chaos

  • Chaotic Dampening: 2% recharge reduction is too low. It should be increased to 3% at least to be on par with the old flat 20% reduced.
  • Chaotic Transference: does it need to compete with chaotic dampening.
  • Chaotic Interruption: the boon duration could be increased to reward interrupts and compete with Bountiful Disillusionment
  • Prismatic Understanding: just too long stealth. Going back to 33% or 50% would still be a good trait.

Inspiration

  • Persisting Images and Protected Phantasms: As said, we have to invest a lot in phantasm to make them live, and yet, they still die easily. Maybe merge those traits? Maybe increase the HP more than 20%?
  • Restorative Illusions: should be AOE cleanse/healing. Else, it does not belong in the « inspiration » line.
  • Temporal enchanter: should apply the trait effect not only on creation but for everyone crossing their area (in particular for veil, but valid for all).

Illusion

  • The Pledge: favors stealth too much while the torch is also used for its condition application. I think here, a flat CD reduction is really the best idea.
  • Maim the Disillusioned: torment is a very weak condition, I don’t see how OP it was with 2 stacks. If not 2 stacks, then at least longer duration. Mesmer is really bad at applying torment now.
  • Master of Misdirection: as confusion is our main condition, some people suggested that this 33% should not count towards the 100% condition cap.

(edited by Silverkey.2078)

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

reserved in case things blow out of proportions.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Ross Biddle.2367

Ross Biddle.2367

This reads like some non-mesmer has been reading the PvP forums to much and has come in to offer general redundant suggestions (mostly because they’re known issues) or standard bad “nerf this” complaints (see “CS is to strong right now” example).

Those nerfs mesmers received really knocked mesmer back. Pretty hard really if we’re being honest.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I don’t know if you’re implying that I’m a non-mesmer. I main mesmer and I am fairly active on this forum. Most of the changes I suggest are buffs and not nerfs. Finally, those suggestions are “known issues” and that is the point of this thread: summarizing them all in the same place for better readability.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: StickerHappy.8052

StickerHappy.8052

All I see here are buffs, very few adjustments.. How is this a balance thread?

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I suggest a few nerfs and many buffs where needed, to ensure build diversity (currently we only have strong power shatter and condi shatter builds in PvP, no good defensive, no good support, no good interrupt).
I don’t claim the list is accurate, so if you disagree with some points or have addition please tell me. I will keep the list updated with all the changes that are suggested.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Iavra.8510

Iavra.8510

Rending shatter simply isn’t used because the Domination minors already provide ample amounts of vulnerability.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: StickerHappy.8052

StickerHappy.8052

I suggest a few nerfs and many buffs where needed, to ensure build diversity (currently we only have strong power shatter and condi shatter builds in PvP, no good defensive, no good support, no good interrupt).
I don’t claim the list is accurate, so if you disagree with some points or have addition please tell me. I will keep the list updated with all the changes that are suggested.

Buffs are needed? We just got buffed by a lot, and we need more? for what? We have a lot of build diversity, The problem is the Elitist faction of the mesmer community do not wanna run anything besides Shatter. And everything with PU is cancer. <—- This mentality.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Buffs are needed? We just got buffed by a lot, and we need more? for what? We have a lot of build diversity, The problem is the Elitist faction of the mesmer community do not wanna run anything besides Shatter. And everything with PU is cancer. <—- This mentality.

I am playing many different builds. And the reason people run only shatter is not because they are stubborn, but because it is the most efficient. Sure, you can run bunker, you can run power/condi interrupt, you can run phantasm builds etc… But while you can have fun doing it, you don’t reach the same efficiency.
I don’t think there is anything wrong in trying to make different playstyles as efficient. I don’t think any of my suggestions would make the mesmer OP.
If you disagree, please point at specific suggestions and explain to me why they are too strong.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: StickerHappy.8052

StickerHappy.8052

Buffs are needed? We just got buffed by a lot, and we need more? for what? We have a lot of build diversity, The problem is the Elitist faction of the mesmer community do not wanna run anything besides Shatter. And everything with PU is cancer. <—- This mentality.

I am playing many different builds. And the reason people run only shatter is not because they are stubborn, but because it is the most efficient. Sure, you can run bunker, you can run power/condi interrupt, you can run phantasm builds etc… But while you can have fun doing it, you don’t reach the same efficiency.
I don’t think there is anything wrong in trying to make different playstyles as efficient. I don’t think any of my suggestions would make the mesmer OP.
If you disagree, please point at specific suggestions and explain to me why they are too strong.

Yes it is efficient, no one is denying that. But if you don’t play in ESLs or AAs, why give yourself a hard time by limiting your choices on builds? In Casual PvP, anything will work. People are just deluded that they play in top tier.

Interrupt is very strong, Coming from me who made the basis of the 4/4/6 Interrupt build. Shatter does not even have the efficiency of disabling and CCing people, stopping resses or stomps.

So it’s just a matter of perspective.

Here’s what you gave.

Signet of I insta Cast sounds good on paper, but guess what, traited you have another on demand Distortion, make it with the Illu Inspiration trait.

You can already pass veil 2 times, effectively stacking stealth 2 times, raise the duration and you get 3-4 times, + PU? I don’t think so.

Increasing the boon from BI is riduculous, if this was pre patch I would agree, Interrupting is brain dead now. Interrupt an AA? proc 5 effects. (assuming traited)

2 seconds of burning on Staff is OP, how? IE is now baseline. And we now have chaotic persistence. 5 boons which we can easily get gives you 15% condi duration, + smoldering sigils and Balth? 3.5-4 second burns on AA. Even if its RNG, IE will proc it frequently.

Torch burn? Same reasoning as above, IE is baseline, affects torch. On top of all the condis we can give.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

[Updated] mesmer balance suggestion

in Mesmer

Posted by: AlphatheWhite.9351

AlphatheWhite.9351

Torch burn? Same reasoning as above, IE is baseline, affects torch. On top of all the condis we can give.

Phantasmal Mage bounces won’t hit the same target twice. Give it a try, I tested it in golems with a lot of different positions to try to find a circumstance where I could double-proc, and I couldn’t make it happen.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Interrupt is very strong, Coming from me who made the basis of the 4/4/6 Interrupt build. Shatter does not even have the efficiency of disabling and CCing people, stopping resses or stomps.

Yes, interrupt builds are rather strong, probably second after the shatter builds. Few of my suggested changes really affect interrupt builds except the mantra change which is more QoL than really game-changing since you can still adjust the cooldown.

Signet of I insta Cast sounds good on paper, but guess what, traited you have another on demand Distortion, make it with the Illu Inspiration trait.

Valid comment.

You can already pass veil 2 times, effectively stacking stealth 2 times, raise the duration and you get 3-4 times, + PU? I don’t think so.

Does veil stack? I thought it behave like temporal curtain. As for PU, this suggestion assumed PU was also reduced.

Increasing the boon from BI is riduculous, if this was pre patch I would agree, Interrupting is brain dead now. Interrupt an AA? proc 5 effects. (assuming traited)

This was a minor comment because I am currently using this in a boonshare build and I thought the duration of most boons is too low.

2 seconds of burning on Staff is OP, how? IE is now baseline. And we now have chaotic persistence. 5 boons which we can easily get gives you 15% condi duration, + smoldering sigils and Balth? 3.5-4 second burns on AA. Even if its RNG, IE will proc it frequently.

Torch burn? Same reasoning as above, IE is baseline, affects torch. On top of all the condis we can give.

Even with full burn duration and full condi damage, the mage is weaker than our other offensive phantasms. I agree that mesmer is already fairly strong with its confusion, and adding burning on top may be too strong… But on its own, the torch mage seems mostly a shatter fodder…

[Updated] mesmer balance suggestion

in Mesmer

Posted by: StickerHappy.8052

StickerHappy.8052

Interrupt is very strong, Coming from me who made the basis of the 4/4/6 Interrupt build. Shatter does not even have the efficiency of disabling and CCing people, stopping resses or stomps.

Yes, interrupt builds are rather strong, probably second after the shatter builds. Few of my suggested changes really affect interrupt builds except the mantra change which is more QoL than really game-changing since you can still adjust the cooldown.

Signet of I insta Cast sounds good on paper, but guess what, traited you have another on demand Distortion, make it with the Illu Inspiration trait.

Valid comment.

You can already pass veil 2 times, effectively stacking stealth 2 times, raise the duration and you get 3-4 times, + PU? I don’t think so.

Does veil stack? I thought it behave like temporal curtain. As for PU, this suggestion assumed PU was also reduced.

Increasing the boon from BI is riduculous, if this was pre patch I would agree, Interrupting is brain dead now. Interrupt an AA? proc 5 effects. (assuming traited)

This was a minor comment because I am currently using this in a boonshare build and I thought the duration of most boons is too low.

2 seconds of burning on Staff is OP, how? IE is now baseline. And we now have chaotic persistence. 5 boons which we can easily get gives you 15% condi duration, + smoldering sigils and Balth? 3.5-4 second burns on AA. Even if its RNG, IE will proc it frequently.

Torch burn? Same reasoning as above, IE is baseline, affects torch. On top of all the condis we can give.

Even with full burn duration and full condi damage, the mage is weaker than our other offensive phantasms. I agree that mesmer is already fairly strong with its confusion, and adding burning on top may be too strong… But on its own, the torch mage seems mostly a shatter fodder…

Oops stack is a wrong term and I used a wrong sentence, You can pass by veil 2 times, have it linger long would let you walk at it 3 times, so it would be like getting A free PU in totality of stealth Uptime. (only with veil)

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Oops stack is a wrong term and I used a wrong sentence, You can pass by veil 2 times, have it linger long would let you walk at it 3 times, so it would be like getting A free PU in totality of stealth Uptime. (only with veil)

So you mean passing once, then the stealth stops and you pass it again? The problem with that is that you’re visible in between + you cannot move in the meanwhile since you have to be close to veil. The fact is that PU mesmer rarely use veil because other utilities are better. The only real use of veil is WvW, and here again, it is too short without PU.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Mikkel.8427

Mikkel.8427

You should add “Master of Misdirection” counting toward the condition duration cap…
1) Its a minor so we have no choice but to take it
2) its in our primary condition specialization… and if your running a condition build in PvE/WvW you want to cap duration for ALL damaging conditions, so its just a complete waste.
3) We have pretty pathetic access to confusion considering we’re intended to be the “masters of misdirection”
4) You cant get anywhere even close to capped duration in PvP anyways, so its not like it would affect ‘balance’ to have it break the cap…

OR they could just change it… " The base duration of Confusion you apply lasts 1 sec longer" or “Opponents Take an addition 20% damage from confusion when they activate a skill”

Edit- Changed #2 to include “In PvE/WvW”. I thought it was obvious that was what i was talking about…

(edited by Mikkel.8427)

[Updated] mesmer balance suggestion

in Mesmer

Posted by: AlphatheWhite.9351

AlphatheWhite.9351

You should add “Master of Misdirection” counting toward the condition duration cap…
1) Its a minor so we have no choice but to take it
2) its in our primary condition specialization… and if your running a condition build you want to cap duration for ALL damaging conditions, so its just a complete waste.
3) We have pretty pathetic access to confusion considering we’re intended to be the “masters of misdirection”
4) You cant get anywhere even close to capped duration in PvP anyways, so its not even like it would affect ‘balance’ to have it break the cap…

OR they could just change it… " The base duration of Confusion you apply lasts 1 sec longer" or “Opponents Take an addition 20% damage from confusion when they activate a skill”

First off, your point 4 contradicts your point 2, since you admit you can’t hit cap in PvP, so it’s not wasted.

That said, I’ve felt for a while that it should work just like the Engineer’s pistol trait, the one that adds 50% duration to pistol conditions. It doesn’t count toward the cap, instead it stacks multiplicatively with your other condition duration sources.

That would make it fit better thematically, since while now it says “mesmers have an easier time hitting cap on confusion”, then it would say “mesmers are just better at confusion than other classes”.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: messiah.1908

messiah.1908

2 seconds of burning on Staff is OP, how? IE is now baseline. And we now have chaotic persistence. 5 boons which we can easily get gives you 15% condi duration, + smoldering sigils and Balth? 3.5-4 second burns on AA. Even if its RNG, IE will proc it frequently.

Torch burn? Same reasoning as above, IE is baseline, affects torch. On top of all the condis we can give.

here i think you very wrong. before the patch mesmer without IE could do 1-2 burning stack with staff. with IE he could do if he lucky 2-3 (no food duration. pvp)
now the dmg from 3 stacks was for condi mesmer around 1800 per sec (and it last around 1 sec)
now after burning got nerfed while every other class got stacks buff to their skills/utilities/traits. we got none just cause of IE. so now compare the dmg . again 2-3 stacks which do 900 dmg. 40-50% nerf in dmg while other stay the same.

i would just change the number of stacks from 1 to 2. and not the duration so the dmg can be the same

same with the torch…. (how many time it bounce back…. common)
not to mention what anet did with the burning (engi, ele, guard, warrior…)

(edited by messiah.1908)

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Iavra.8510

Iavra.8510

Prepatch IE was bugged to not affect staff clones, so you need to take this into consideration.

And just because burning is op on a few classes, it should be the same for all other as well? Sounds like powercreep at its best, when in reality it should be toned down for those classes that have too much.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Still, our staff burning has never been “OP”, but with the change to burning, it has been nerfed. All classes burning application have been adjusted to make up for the lower damage of burning except mesmer.

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Embolism.8106

Embolism.8106

I think both Winds of Chaos and Warlock are fine. Yeah Warlock is a bit weird being a Power phantasm but the Staff isn’t purely used as a condition weapon either.

Illusionary Leap should have 900 range and Riposte… first off the bug where it doesn’t conjure a Clone if you’re using a Sceptre should be fixed, and Counterblade should be better (as should Counterspell), but otherwise it’s okay.

Siren’s Call used to inflict Confusion and iWhaler Bleed, I think it should go back to that now that Confusion’s functionality is changed.

Critical Infusion is the same as Guardian’s Vigourous Precision. Eles do have it on 5s ICD but it’s also a major. IMO it’s fine as it is.

Restorative Illusions is really strong. Not all Inspiration traits help allies, and making such a strong survival trait also benefit allies is too much.

I’m honestly fine with MtD in its current state. IMO 2 stacks would be too much, seeing as Condi Shatter can use all Shatter skills to deal damage, as opposed to just Mind Wrack for Power builds.

(edited by Embolism.8106)

[Updated] mesmer balance suggestion

in Mesmer

Posted by: Iavra.8510

Iavra.8510

Staff is mainly a utility and defensive weapon. The Fury on AA used to be better before Dueling provided perma-Fury, but it’s still good. Also Chaos Storm actually deals pretty good power damage if it crits.