Concerns/Things To Think About
Confusion and Slow:
It seems to me there is a clear negative synergy between Confusion and Slow. Slow slows down skill use. Confusion damages on skill use. It seems counterproductive to use both Confusion and Slow. This is very concerning – it means right away Scepter and Torch are not viable weapons with Chronomancer. Ethereal combo fields are also not looking very good with Chronomancer as a result, despite 3 of the wells providing Ethereal fields.
Lack of Actual Gameplay Difference:
This is my #1 concern for Chronomancer.
If you look at the type of thing you are doing on Mesmer, and the type of thing you are doing on Chronomancer, they are going to be very similar. You will still be shattering (just more frequently to maintain Alacrity and Slow), you will still be summoning Illusions to support allies, you will still be using AOE skills to support allies (Wells instead of Glamours). With the new weapon updates for regular Mesmer, reducing skill cooldown by doing things (like maintaining Chaos Armor) is already going to be a core part of the gameplay.
Absorbing attacks for allies with Echo of Memory is interesting, but absorbing attacks with an AOE effect isn’t going to feel very new or different for Mesmers given our history of projectile absorption/reflection. The AOE stun and Continuum split are cool but I really don’t feel these two things will substantially change the gameplay.
Playing as a slow but heavy hitting melee juggernaut with short range shouts is a substantially different gameplay experience for Necromancers. Playing with the Longbow with some more mobility is a substantially different gameplay experience for Guardians (even if it is derivative of Ranger).
Chronomancer definitely provides different things (different support, different debuffs etc.). My concern is it is doing them in exactly the same way a normal Mesmer does normal Mesmer stuff.
Other Concerns
My other #1 concern is that the opportunity to address core issues with the Mesmer class is not being taken. For example Guardians have been an A+, meta class in all game modes basically throughout the lifespan of the game and regular Guardians are still getting Tomes looked at. The issues around Blood Magic and Necro support are being addressed as part of regular Necro as well.
In both of these cases core issues with the class are being addressed by fixing the class, not with specializations. Regular Mesmers have a lot of issues and I hope these will be addressed at the class, not specialization, level.
Mechanical
For example Temporal Curtain and Veil not stacking with ANYTHING
Mimic
I honestly thought this would already been changed. Easier access to the Signet of Inspiration effect doesn’t seem promising – you are choosing the ability to copy buffs and share to allies with significant trait investment VS simply removing them via Null Field and providing condition cover as well.
Lack of Weapon Variety:
I find it deeply concerning the cries over the past years about the FOUR offhands and TWO mainhands have been ignored. Adding yet another OH weapon and no MH or alternate skill bars is going to put Mesmer basically last in both raw number of weapon skills and the number of possible weapon combinations.
Thieves Hard Countering.
I am fine with being countered. What I am not fine with being told “this GRANDMASTER trait doesn’t work on 80% of thief skills”. Power Block will never see proper play in sPVP in its current form because of this and everybody knows it. One suggestion is make “default attack skills” unaffected, instead of all 0 CD skills.
Putting Time Marches On in Chronomancer
This needs to be a regular Mesmer trait. Put Time Catches Up as minor for Chrono and let it give the speedboost to Phantasms when summoned (so it benefits both Phantasm and Shatter builds) and then come up with a new Adept trait for Chronomancers.
Closing
I’m still looking forward to playing Chronomancer and I’m hoping it will be even more fun than it already looks to be!
(edited by Phaedrus.7159)
