Showing Posts For Jaydo.2419:
At first I thought something might be wrong with the warrior trait Sweet Revenge sometimes not rallying you when you killed an enemy (an actual enemy not an object like a catapult), but it seems like it is rallying itself that sometimes bugs.
I’ve noticed it several times over the last couple weeks, and just died on an alt after killing a lashtail devourer in fields of ruin and didn’t rally.
Hopefully the devs are aware of this and are working on it. It’s getting pretty annoying, especially in the tower of nightmares. (getting downed, killing something and not rallying is a big kick in the balls in that place)
On top of all that, there’s many instances of being killed by mortality aoe while standing on the far edge of a light circle.
Also in the rooms that can spawn a white circle at the VERY VERY edge of the room, you’re pretty much screwed by that due to how long it takes to get a vision into it. By the time they make it, there are 3 more. The rooms where the circle spawns closer to the center doesn’t have this problem.
I also hate how hitting f to pick it up and hitting 1 too quickly (not twice, just once) will throw it, not even where your cursor is currently placed.
The Visions do damage through invulnerability as well, tested on my mesmer and my warrior, I love having my damage interrupted by being downed and instantly up again due this mess up.
I really feel like this portion of the game wasn’t tested very well due to how many design flaws and straight up progress-blocking bugs there are when it comes to the gauntlet.
Not to mention, if she places a light at the very edge of the room you have no choice but to stand there until the adds run to you. In which case you can’t see anything at all going on (if they’re even close to you, if there’s aoe on the ground, and if there’s like 4 of them together that WILL kill you as soon as you get close, since the portal isn’t going to kill them all)
I’m using dodge food, and the endurance signet on my warrior, running with the permanent 25% speed and I feel like I hardly ever have enough end to dodge. Not being able to get vigor is just a huge disadvantage in this fight.
I’d like to see the aoe speed tuned down a little bit, and I’d like for light portals to not be spawned at the edge.
We’re at the point in the game where almost every class has an awesome dps build where they can get pretty massive auto attack crits and even bigger crits on their other abilities. Every class except for the Mesmer…
Why is it that our one melee weapon does so little damage? I get higher auto crits on my greatsword half the time.
Fully zerked out I usually hit in the 1-2.8k range with sword auto, and that’s with quite a few buffs on as well. Meanwhile any other class I play has a weapon that yields around 2-4k crits with less buffs.
I honestly would still be fine with blurred frenzy continuing to do the crap damage it does considering the distortion effect on it, but it’s really starting to suck that I can’t bring damage on my mesmer. Only portals, pulls, feedback, and debuffs for coe.
What do you guys think about this? Where do you think the line on it should be drawn? I know we can’t have it all since our utility is good, but I hope some day we can just have enough.
Illusions in Orr can get you killed really fast, since the areas are giant clusters of mobs (that respawn pretty frequently) and you have no control over where the heck your illusions go after you bring them into the world. It always sucks when you run into a large group of mobs and desperately try and use what you have to fight them off, for me, I run a shatter build, so I’ll often try to summon clones out quickitteno AOE them down with mind wrack / cry of frustration… This will often pull another group of 3 into the fight, if I can’t shatter quickly enough the illusions I just summoned will often get one shot by the newly pulled extra mobs, then the pack of mobs proceeds to stomp my face into the ground. It’s honestly really annoying to realize that all my damage comes in forms that will pull tons of extra mobs.
Confusion is very bad in pve – you can stack it high and get a lot of damage out of it, but monsters don’t attack often… Even with the 33% increased confusion duration you’ll often see a stack of 8-12 confusion fall off the mob before he attacks.
Our utilities are very combat oriented for the most part, and those that aren’t combat oriented are… mobile, but not in the way that most others get such utilities. I hate that I have to use a focus to give myself swiftness, any other buffs that I can give myself as a mesmer are random, unless I’ve traited into something specific. I often feel very slow, and can’t keep up with other classes. Blink is too short of a range, often too difficult to use quickly if you’re not on flat ground, and it’s got a long cooldown: it’s not a mobility utility, it’s a stun breaker. The portals are the only truly fun, quality of life utility that we have… And even then the real uses for Portals are limited, due to the portals only existing for a short time once both are placed, and it’s got a 60 second cd.
Moa and Time Warp are pretty cool elites… Moa being really fun (not so good in pve), Time Warp being really useful, but our third elite sucks and there’s a utility that does nearly the exact same thing (stealth).
All in all, I do like my mesmer, and it really is the class that I want to main… But I feel like it’s lacking in a couple areas, mostly the shatter mechanic/clones, and utilities. Our traits need some fixing, as a lot of the really fun stuff (to me) doesn’t work properly atm, but we’re not the only class with that problem by far.
Also our downed #2 is a traitorous kitten just waiting to get you killed.
Hi there, I just wanted to bring to attention that the behavior of this trait either isn’t working consistently or the trait itself might need to be reworded to clearly explain what it’s supposed to do.
Currently it just states: Phantasms grant regeneration to nearby allies.
What I’ve currently been noticing is that the phantasms only do this sometimes, and only when they have been killed or they expire. (end of combat)
They do not grant regeneration to me or allies at any other time that I have noticed, including when they are shattered.
If this is the intended behavior of the trait, I believe it could use some rephrasing.
Thank you guys so much for this game!