Can we let clones die at end of combat, instead of target death?
in Mesmer
Posted by: JohnDupras.2163
in Mesmer
Posted by: JohnDupras.2163
It’s just such a cool, flavorful mechanic to have mirror images of yourself copying your every move. It’s fun to watch, it has useful utility in both PvE and WvW/PvP, and I honestly think it would also open up a bit more flavor in the traitlines as well, maybe adding traits that give you certain boons the longer your clones stay alive, or something.
There’s a lot of potential to make the class “feel” like it’s more fun, without necessarily having to overly complicate things or scrap entire mechanics. And I think the bulk of that would start with the ability to keep your clones around longer.
in Mesmer
Posted by: JohnDupras.2163
I’ve been trying to figure out why I get burned out so easily playing Mesmer compared to something like Engineer, and the thing that I think is bugging me so much is that my clones die so suddenly.
I do a lot of just random PvE events with lots of other players, and single targets get burned down so quickly that my clones become either totally useless, or just another AoE to spam as soon as they’re summoned. Otherwise, they die almost upon summoning due to the mobs I’m targeting being mowed down by players.
I could be totally wrong about this, but I really don’t think it would be “too powerful” to make clones stay up as long as you’re in combat. Phantasms could still shatter when your target dies to maintain the balance, but clones themselves should just hang around until you drop out of combat/aggro, and change to attack your new target when the old one dies.
I know that shattering is a major mechanic, and it still would be. Clones are a major mechanic too, and a major contributor to the “fun” of the class. I realize they don’t do a ton of damage, but I don’t think it’s very fun to have them just be shatter-fuel. I get that they’re really useful in PvP as a decoy of sorts, but in PvE, being able to have them keep up as you switch between targets would feel a little more satisfying, without really breaking the game.
Am I totally off base, would this add a severe amount of power to the class that I’m not accounting for?
Cross posting from turret discussion.
Turret survivability needs to go up, and the time required to re-place them should go way down.
I really feel that you should be able to instantly reposition your turrets by picking them up, and get a significant penalty to re-placing them if they are destroyed or your blow them up.
Maybe a good trade off would be to keep turret health constant between placements until it blows or is killed?
For example, I could place a rifle turret, it takes a beating down to 50% health, then I pick it up, run twenty yards further up the field, drop it again, and it’s still at 50% health? Once it “dies”, it goes into an extended cooldown while my backpack is “rebuilding” it? What do you think?
Turret survivability needs to go up, and the time required to re-place them should go way down.
I really feel that you should be able to instantly reposition your turrets by picking them up, and get a significant penalty to re-placing them if they are destroyed or your blow them up.
Maybe a good trade off would be to keep turret health constant between placements until it blows or is killed?
For example, I could place a rifle turret, it takes a beating down to 50% health, then I pick it up, run twenty yards further up the field, drop it again, and it’s still at 50% health?
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