ANet’s overall design philosophy of the Scepter has not been clear. Early on it seemed to be the 1h’ed condition-based Mesmer’s weapon of choice with condition being applied from its auto-attack. Currently it is actually a much, much stronger power/crit based weapon than a condition-based one. This isn’t bad per se as Mesmers do not currently have a 1h’ed, ranged, power-based weapon, but the gap of a 1h’ed condition-based weapon is obviously a gap that could potentially be filled in the future.
What I am here to talk about however is the block skills (both Illusionary Counter and Illusionary Riposte), and why it is the real reason Scepter/offhand Sword don’t see more play. It is an ok design concept but they are implemented very, very poorly. The issues with the block skills are:
1) The counterattack has ~600 range, has a delay b/w block and counterattack, and needs LoS. This makes it very hard to land, and completely ineffective vs multi-hit attacks as you’ll have to eat many attacks between the delay if you want to land the counterattack.
2) There is a delay between skill activation and the block effect, making the skill very cumbersome to use as a defensive tool.
3) The secondary activation blind/daze (Counterspell/Counter Blade) also suffers from the slow projectile. These all cause the skill to be quite useless for any strategic play, such as blocking or blinding a critical attack. I assume it is a projectile due to it blinding/dazing in a line, but it would be a lot more useful as an instant single target skill.
Improvements that could be made from a combination of the suggestions below:
1) Remove the delay between skill activation and block effect to allow for responsive blocking
2) Make the skill block all attacks for its entire duration so it can actually be used as a true defensive skill
3) Make the counterattack a secondary skill activation (similar to the blind/daze effect) after blocking at least 1 attack so that the player has control of when and where to use the skill
4) Increase the counterattack range to 900
5) Reduce the damage of the counterattack as necessary due to the higher defensive potential of the skill, or have it apply some other type of effect
6) Make the secondary activated blind/daze instant, but single target
If ANet wants to keep the design flavor of a big counterattack and not a defense-oriented skill they could simply not use suggestion #2 and #4. They could even mix them up, making the Scepter block skill a defensive-version block skill using all the suggestions above and the Sword block an offensive-version and not use suggestion #2 and #4 as noted above.
TL:DR – The cumbersome delays and range limitations around the Mesmer’s 2 block skills make the skills ineffective and simply not fun to use and should be changed. Simple number tweaks are not the answer here.