What if Ilusions wouldn't die after npc death
I would love it, but as you said, don’t know if it would be too op. Maybe should have a out of combat timer as well so you can’t keep them forever.
No I would be all for this. One thing must change though:
Cooldowns on skills that summon illusions can only start after the illusion’s death.
Regardless of this topic, that must change. If that change does come, however, sure have whatever illusions you want up.
It would be nice if Phantasmal Disenchanter and Phantasmal Defender would be cast on yourself, meaning they don’t require a target, would follow you and target their “attack” towards you.
I agree with Xhean, the illusion could have a timer, for exemple 30 sec(or less), independently if the targhet die or not, after that period they will disappear without any bonus for the mesmer.
In this way the problem is that you will have your illusion a bit spread in the inc and will be hard to use some shatter skill in the right way. This
mechanics could be cool in a big fight like zerg situation, but in a smallest fight i dont really like it, because if my illusion dont die after the enemy death they will take a random target. In a small scale WvsW or in spvp this could be a problem because your damage/cc/dispell/heal linked to the shatter illusion will be less effective.
I belive that the current mechanical of illusion is better for the mesmer
in most of the situations.
I dunno if it’s just me but Kasmeer’s phantasmal defender seems to do just that during the story mode in the living story.. Maybe they’d implement it eventually.
Deaths Fear [Fear] / The Hardcore Caravan [HC]
Forum Warrior: Black Belt in Ninja Edits
It would be OP if it worked in its current form – you won’t need any build up and will have insane burst at the start of the fight. Think about initating fights with 3 swordsmen .
If they changed it as proposed – that the cooldown of a illusion skill starts after the death of illusion that would make those skill underpowered in scenarios when you would normally have multiple copies of the same phantasm up (boss encounters). Also some of your skills where summoning illusion is not the only effect (GS #2, Staff #2, etc) will be blocked and that won’t be nice.
They would have to rebalance the skills to make up for that and that would introduce balance issues, bugs and even targetting issues – like in the case of engineer turrets.
I would be much happier if developers focused on ironing out bugs and rebalancing skills/traits that the out of line instead of stuff like this. I am fine with the current implementation. If you really want to have phantasms as pets you can always try other professions that is supporting them.
(edited by kubetz.3058)
I don’t know if this would be such a great idea. An illusion that persists after target death is not much different from a necro minion or ranger pet. That means they would have to be rebalanced: either like necro minions (with decreased pet damage, longer cool downs, and/or lower health) or, even worse, like ranger pets (with decreased player damage). Either way, mesmers would need to start micromanaging like necs and rangers in order to keep pets alive as long as possible.
We can already play beastmasters and minion masters. Right now, illusions are unique among all pets: they are truly “fire and forget”. Eliminating that feature would be a turn for the worse.
(edited by Spin Echo.8263)
This thread comes up like once a month. Just search for the old ones and you’ll see why it’s a bad idea.
I would love if we could keep our illusions in an out of combat way. Be fun hanging out with clones of myself, just sitting around shooting the breeze.
Maybe once you engage in combat they would disappear and work like they currently do.
i could see this working in wvw zerg fights without being op, but in spvp and 1v1 it would be too much. i think though that something has to change. id rather have less ai and more strength and skills that dont require a target or ai.
the only reason the wvw mesmer is struggling is because of clones and phantasms that die too quick.
glamour was great as it wasnt relying on ai.
[AVTR]
Isle of Kickaspenwood
I don’t think itll be op at all, we still only have three illusion slots, as soon as we create any other illusion those will be wiped out. I don’t thinkthe illusions should just automatically attack anything though that would be just a nuisance. Perhaps, once it loses it target it only runs around idle, meaning it won’t use any skills, preventing someone from running three phantasms by default and getting their attacks off right away. they would only follow and serve as our speed / buffs / utility like disenchanter/defender etc and shatter ammo. I don’t think having full shatter is op, because it’s not hard to get three illusions up right away, dodge twice etc. lol
but i guess the concept of a mesmer is different, we don’t really get permanent pets so….. idk this probably doesn’t fit Anet’s view of a mesmer
This thread comes up like once a month. Just search for the old ones and you’ll see why it’s a bad idea.
/giggle
Oh, it would be cool if the defender and disenchanter would be cast on yourself, though. Just 1 rule to make it not OP:
- must be in combat, if you’re out of combat, they’re instantly destroyed
Having illusions up out of combat would be extremely OP though. Imagine roaming with 3 swordsmen up. A thief jumps on you, 2 seconds later the thief is downed.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
Oh, it would be cool if the defender and disenchanter would be cast on yourself, though. Just 1 rule to make it not OP:
- must be in combat, if you’re out of combat, they’re instantly destroyed
Having illusions up out of combat would be extremely OP though. Imagine roaming with 3 swordsmen up. A thief jumps on you, 2 seconds later the thief is downed.
Yuppppp. This actually happens. If you’re fighting a class that can peace out of phantasm aggro range while stealthed, the phants will just sit there and instantly autotarget onto the next living thing that approaches. Cue squish.
I think i should clarify on the ideea a bit more seeing as some of you might have misunderstood it a bit. My suggestion is that the summons not die after the npc death and could be summoned without target and they should pick up the players target in order to improve the pve experience because we all know lvling as a mesmer is a hard job, but i did not suggest that they would follow the mesmer while moving around the map. My ideea is that they would be stationary like engi turrets and fight in a certain radius. Without the player to target and attack anything they would be inactive and just provide the mesmer with the passive benefits that come from certain traits.
While moving away from the summons any new summons would replace the ones furthest away.
I understand that running around with 3 summoned phantasms would be way to op and that was not what i wanted to suggest. I am sorry if i didn’t explain my ideea properly. Do you still think it would be OP with stationary summons ?
I dont really mind it how it works now. Only except like some already mentioned would be Disenchanter and Defender. But what i wouldnt mind is a new trait a variation of the clones on death traits.
For example:
- Illusions destroy themselve on target death. Gain 1 random Boon and Swiftness for 3 sec.
Really just a variation similiar to Sigils with “On Kill” effects.
(edited by canadez.5328)
I understand that running around with 3 summoned phantasms would be way to op and that was not what i wanted to suggest. I am sorry if i didn’t explain my ideea properly. Do you still think it would be OP with stationary summons ?
I think it would be still OP in small scale encounters – like when you are fighting on/near a node in PvP. It also sounds unintuitive. To me it looks like a buffed version of engineering turrets basically and I am sure most of engineer would be a lot more happy having our proposed version. Also there is still the issue with targetting – your phantasm may go for a target you don’t really want. That is how turrets are behaving even now after a ton of fixes.
Anet shouldn’t balance profession based on the leveling experience, because that is very easy even on mesmer and especially currently, when you can get your mesmer alt immediately to level 20 and get him a lot of skill points by using certain items.
(edited by kubetz.3058)
It goes against the idea of the class. We aren’t supposed to be a “Minion master” we are supposed to be a deception class. However phantasms double as turrets.