Showing Posts For Zendella.9573:
AHHH this is just like a thing I did a little whiles back!!
https://forum-en.gw2archive.eu/forum/professions/mesmer/The-Harlequin-Mesmer-Elite-Spec-Idea
I really like that image! Did you create it yourself? If so, you’re extremely talented!
I like a lot of your ideas, but a few things I have a problem with:
1) While I like the concept of a “hexxer” Elite spec for the Mesmer, as it draws upon a very strong aspect of them that was ever-present in Guild Wars 1, I’m just not sure it fits in well in their Guild Wars 2 incarnations. It’s too dark. Maybe if it were done very cleverly.. Like in the form of a Gambler or Sorceress or Fortune Teller or something like that
2) As I mentioned in point #1, the thematic you’ve got going on is just a little too dark. Mesmers definitely are dark in many ways, but it has to be subtle. If we showcase our darkness, we’re no better than Necros ^^; The whole “nightmare” theme is sorta their thing. So, if we were to use our tricky mind powers to bring people some horrifying hallucinations, it would have to be sugarcoated in a way that’s sickeningly sweet, like, phantasmal unicorns of death ramming their horns up your kitten .
;D
-Zen
Now if only someone could explain why our Ascended class weapon skin is ugly as kittens..
I remember reading something like that too.. but I don’t think this is the same as that. The current VFX look really buggy.
Ever since the HoT patch, these two Mesmer skills have been bugged visually. Time Warp is clipped halfway through terrain regardless of where you cast it (making only the top 1/5th or so of the ‘bubble’ visible), its also oddly misshapen sometimes when I’ve casted it.
Mass Invisibility’s visual effect has been severely reduced, particularly the shockwave pulse it sends out. Whereas it used to travel across a wide range of visible terrain, it now only extends about 600 or so units outward from the casting Mesmer.
Posting this here and in the bug forums for visibility.
Ever since the HoT patch, these two Mesmer skills have been bugged visually. Time Warp is clipped halfway through terrain regardless of where you cast it (making only the top 1/5th or so of the ‘bubble’ visible), its also oddly misshapen sometimes when I’ve casted it.
Mass Invisibility’s visual effect has been severely reduced, particularly the shockwave pulse it sends out. Whereas it used to travel across a wide range of visible terrain, it now only extends about 600 or so units outward from the casting Mesmer.
You would be surprised how quickly players adapt.
Yes, Mesmers do fool newer players, terribly so in fact. And yes, they are brutal against inexperienced PvP’ers, which is great fun for the Mesmer.
But it is important to understand that, as is the case with any character, class, or profession in any multiplayer game that relies on trickery and mind games to achieve their victory, the concept is founded on a rather flawed philosophy: it is less dependent on the skill of the person playing the character, and more dependent on the stupidity of the opponent. And if you’re familiar at all with game design & PvP mechanics, you can understand why that just doesn’t work.
If victory is your goal, a strategy that relies on the opponent being weaker or dumber than you is going to disappoint far more than it rewards, which is a concept you can actually apply to any area of life. The much more logical and reliable way to win is to ensure you are more skilled than your opponent.
Like Absconditus said above me, no seasoned opponent is going to fall for the tricks. There are plenty more reliable ways to achieve victory as a Mesmer than to rely on cheap gimmicks. ..Although cheap gimmicks certainly do have their place 0:3
Well of Eternity is an Ouroboros as you said, except with a dragon instead of a snake, to mirror the official icon for Heart of Thorns.
Also as you said, Well of Precognition with an eye to resemble clairvoyance. It also bears resemblance to the Eye of Fatima, which has been traditionally donned by those claiming to be psychic due to its connection to the Ajna Chakra or “third eye” (the area on your forehead that’s said to be the source of psychic vision)
As Embolism stated above me, Well of Calamity proudly displays the Death’shead Hawkmoth, which has been seen as an omen since ancient times of both madness and incoming disaster. Madness to reflect the obvious references to sanity/insanity in the Mesmer profession, and disaster to reflect the tremendous damage this well causes. Even though this particular one is a moth and not a butterfly as typical for the Mesmer, its kinda cool to think about the fact that butterflies are associated with mental illness, as they are often said to reflect some deep aspect of the human psyche from which madness originates. Also, the more obvious reference, Butterfly Effect.
Well of Action and Well of Recall used to make more sense; Well of Action used to immobilize foes, and Well of Recall used to spin fully around the clock 3 times when the spell gave its Alacrity first and ended with chill on the final tick, where the frost-burst effect happened. The fact that it was speedier than the other clocks was intended to visualize the applied Alacrity buff, which was effectively “fast-forwarding” time. I actually really hope they change the visuals on those two wells to more accurately reflect their new incarnations.
Gravity Well, if you look closely, actually depicts the solar system.
Mesmers are so incredibly clever in their design, its just one of the many aspects of the profession that makes me love it so much as well as the creative minds behind it. It’s all very subtle too; in your face, but simultaneously subtle. Very Mesmery when you think about it.
- Ether Renewal is already the name for an Elementalist heal.
I have an 80 Elementalist, you’d think I would have known that. Thanks, I’ll rename it
Really glad people are enjoying this!!
My fellow Mesmers, I present to you my own original concept for an elite specialization, The Harlequin! I would love to hear what you all think of it.
New Elite Specialization:
The Harlequin
The Harlequin is an agile, high-mobility trickster who uses unpredictability and deception to her advantage on the battlefield. Drawing upon her background in the theater, the Mesmer utilizes the art of performance, in the form of the Harlequin Elite Specialization, to confound, control, and conquer the enemy in a spectacle of style and power!
>Aesthetic Style & Thematic Inspiration:
The Harlequin draws up the Thespian roots of the Mesmer by paying homage to ‘theatrics’ and using classical theater terminology in the skills. The Archetype of a ‘Prankster’ is also evoked, lending a colorful and comical visual effect to a variety of the Harlequin’s skills, as well as to their new weapon the off-hand scepter.
>New Profession Mechanic: Shatter Inversion
Your new F5 ability as a Harlequin is called Inversion and it allows you to do exactly what it says: invert your shatters! Inverted Shatter skills serve the opposite purpose of normal shatter skills, instead giving the Harlequin a fast way to produce more illusions with some utility.
Inversion acts as a shatter skill itself, destroying all active illusions and providing the Mesmer with ‘Schism’. However, Inversion has a significantly reduced cooldown based on the amount of illusions shattered.
Inversion: Shatter. Destroy all your clones and phantasms and invert the next base Mesmer shatter skill you use.
Cooldown: 1x Illusion 60 sec
2x Illusions 40 sec
3x Illusions 20 sec
~Schism: Shatters are inverted.~
~Inverted Shatters:~
Inverted Shatter skills have separate cooldowns from their un-inverted counterparts.
Inverted Mind Wrack – Mind Rend: Inverted Shatter. Emit a burst of magical energy, damaging all nearby foes. You create 1 clone per enemy struck (max 3).
Damage: X
Cooldown: 13 sec
Radius: 240
_Number of Targets: 5
Inverted Cry of Frustration – Cry of Astonishment: Inverted Shatter. Enemies at the target ground location are stunned and dazed. You create 1 clone per enemy struck (max 3).
Stun: 1 sec
Daze: 3 sec
Cooldown: 25 sec
Radius: 240
Range: 900
Number of Targets: 5
Inverted Diversion – Bedazzle: Inverted Shatter. Send forth a prismatic orb that captivates enemies’ attention. The orb will detonate when it reaches the end of its path or if activated a second time. When the orb detonates, nearby enemies are taunted, and 1 clone is generated per enemy struck (min. 1, max 3).
Orb Duration: 3 sec
Taunt: 2 sec
Taunt Radius: 240
Cooldown: 35 sec
Range: 600
Number of Targets: 3
Inverted Distortion – Persuasion: Inverted Shatter. Drop all conditions and become unattackable but you are unable to attack or use abilities. During this time, enemies you touch will give you a charge of Illusionary Charm, max 3 charges. When Persuasion ends, consume all stacks of Illusionary Charm and generate 1 clone per stack (max 3).
Duration: 4 sec
Cooldown: 45 sec
~Illusionary Charm: You’re so charming!~
>New Weapon: Off-hand Scepter
Harlequins being the “eccentric” characters they are, have done something interesting with scepters, a weapon that many magically-inclined Guild Wars 2 professions have come to recognize as a main-hand weapon: They wield them as an off-hand! Yes, this DOES allow the Harlequin Mesmer to be the first (and only?) class to dual-wield Scepters!
~Weapon Skills:~
Off-hand Scepter 4) Curtain Call: Roll forward evading attacks, then gain stealth. Becomes Encore.
Stealth: 4 sec
Evade: 1 sec
Cooldown: 15 sec
Roll Distance: 580
Notes: Stealth activates at the end of the roll.
||
V
Encore: Teleport back to your original location.
Notes: Encore is usable for 3 seconds after casting Curtain Call.
Off-hand Scepter 5) Phantasmal Jester: Phantasm. Create a phantasm that attacks your target with a violent explosion and then gives itself stealth.
Damage: X
Cooldown: 20 sec
Range: 1,200
Phantasm Stealth: 3 sec
Combo Finisher: Blast
Notes: Phantasmal Jester, when cast, will appear at the enemy’s location and perform its explode attack before immediately turning invisible. The Jester’s attack interval is about 4 seconds, with its stealth lasting 3 seconds, so as to appear out of stealth just before attacking to avoid getting ‘Revealed’. It will repeat this cycle until destroyed. The Jester’s attack, an explosion of rainbow glitter and swirlies, counts as a blast finisher.
>New Skill Type: Tricks
You know those things that Thieves do that make them really hard to catch? Well the Harlequin has a bit of a different take on it… usually involving decoys, duplicates, and… a jack-in-the-box?
~Healing Skill:~
Intermission: Trick. Dazzle nearby enemies with a bright flash of smoke, damaging and blinding them. You are healed and gain stealth per enemy hit.
Healing: X
Damage: Y
Cooldown: 30 sec
Radius: 240
Blind: 3 sec
Stealth: 1 sec per enemy (max 5 sec)
~Utility Skills:~
Utility 1) Disguise: Trick. Change your appearance to look like a Phantasm. Double the duration of all boons currently affecting you.
Duration: 10 sec
Cooldown: 15 sec
Notes: Simply gives your character the visual effect of your phantasms.
Utility 2) Soliloquy: Trick. Becomes Pantomime.
Duration: 5 sec
Cooldown: 25 sec
||
V
Pantomime: Steals one of the enemy’s skills. This skill is replaced with that skill.
Skill Swap Duration: 60 sec or until cancelled
Range: 240
~Copycat: You have something that doesn’t belong to you…~
Notes: Activating Soliloquy makes Pantomime usable for the next 5 sec. If Pantomime is not used, the spell reverts to Soliloquy and goes on cooldown. Stolen skills can be dropped early by removing the ‘Copycat" buff (by right-clicking it). Pantomime reverts to Soliloquy and goes on cooldown after the stolen skill is dropped or expires. When cast on enemy players in PvP, Pantomime will randomly steal one of the enemy’s Utility Skills. Enemy players still have access to their stolen skill.
Utility 3) Improvisation: Trick. Swap places with the target illusion and gain stealth.
Cooldown: 45 sec
Range: 1,200
Stealth: 5 sec
Notes: Can only be cast on one of your own illusions!
Utility 4) Avvio Diavolo: Trick. Place an invisible prop on the ground that triggers when an enemy approaches it. When triggered, nearby enemies are feared and confused.
Damage: X
Prop Duration: 60 sec
Cooldown: 20 sec
Trigger Radius: 180
Attack Radius: 240
Fear: 2 sec
Confusion: 5 stacks, 8 sec
~ELITE SKILL:~
Mantra of Insanity: Meditate, charging a spell that will incite madness into your target.
~Perplexed. Bewildered. Hallucination.~
Cooldown: 10 sec
Preparation Time: 2 3/4 sec
||
V
Power Coax: Afflicts the enemy’s mind with insanity, massively damaging them every second that they aren’t using abilities for the duration.
Cooldown: 10 sec
Range: 1,200
~Insanity: Receiving massive damage while not using abilities.~
~Insanity Duration: 3 sec~
~Insanity Damage: X~
Notes: Enemy players hit by this spell in PvP will suffer from a screen-blur effect similar to the bobblehead laboratory for the duration.
~Possible Trait Ideas:~
-Minor Trait 1-
La Commedia: You can equip scepters in the off-hand slot and gain access to Harlequin Tricks skills. Gain access to the Inversion shatter skill, which allows you to change the effects of your ordinary Shatter skills to cause them to produce illusions.
~Other Traits:~
Stage Presence: Using a Trick or an Inverted Shatter fully heals all currently active illusions and gives them Distortion for 2 seconds. 10 sec internal recharge.
Chaotic Embrace: Your Inverted Shatters instead generate 1 random phantasm.
Ethereal Rejuvenation: Using Tricks and Inverted Shatters heals you. Heal each second while under the effects of Persuasion.
Master Prankster: Your Phantasms daze opponents when they attack. Your Phantasmal Jester inflicts burning.
Hideous Laughter: When ‘Revealed’, you project a haunting Laughter into the minds of nearby enemies. Laughter: If this enemy activates a skill, they are feared for 3 seconds. Lasts 2 seconds. 20 sec internal cooldown.
Trickster’s Wit: Tricks give 1 second of evasion and 3 seconds of Vigor.
Trained Performer: Reduces recharge on Trick skills.
Illusionary Circus: Your Phantasms can now dodge roll.
-Zen
(edited by Zendella.9573)
I strongly prefer the old Well of Recall but seeing as how both the old version and the new one essentially do the same thing just at different times I can live with it. All I ask is that you please please PLEASE fix the visual FX on it… it’s so messy and awkward right now…
It should still tick fully around the clock like in it’s previous incarnation, as that made it visually unique from the other clocks. Keep the cold-exploding effect on each tick, but add something on the final tick that visually displays the fact that allies are getting buffed and the last tick is friendly.
Also I’ve said it once and I’ll say it again, PLEEEASE put some clock sounds into Gravity Well. It sounds sooo hollow and out of place on the Mesmer. It’s too deep and bass-ey.
Oh of course also, what everybody has said in this thread so far about iAvenger. That goes without saying I think. (AKA if Anet hasn’t realized that was a screw-up then they’re just plain clueless… but I think we all knew that already) ;D
(edited by Zendella.9573)
Illusionary Wave has been like this as long as I can remember, and I’ve been playing since beta. In fact, it’s quite like a lot of Mesmer skills, only working part of the time.
At this point I’m kind of starting to think its intentional.
You know, Mesmer “duality” and all that.
Hey, we can’t help it if we’re- hey HEY ! ZENDELLA YOU STOP THAT! Get off the table this instant, that’s why our last husband left us… oh, THAT husband? You didn’t think he was REAL did you…!?! HAH..AHAHAHA…
Sorry. I can be so rude sometimes. What was I saying..?
Oh, yes.
Mesmer’s are completely sane.
I think many classes are still suffering from initial poor design decisions specifically on their class mechanics
- Elementalist, which can do everything with its 4 elements. The problem would be easily fixed if most of the potency of each element was conditional to traits (so instead of having different playstyles based on their skills, they have different playstyles based on their traits) but this is currently not the case
- Thief with all its sustain coming from stealth. May change with DD
- Necromancer with its death shroud preventing them from having any scalable defense.
- Ranger with their pets
I feel that we now have very competent developers, but it is hard to fix something which needs a full revamp (basically start from a blank page).
I definitely agree with you there. Every profession in this game has some very serious core-design mechanics flaw with it that is holding it back from living up to its true potential.
As for the exact reason WHY Anet is doing this? Allowing these corruptions and flaws to continue existing? It’s entirely beyond me. You don’t design a game in such a way that prevents you from being able to go back and make core changes, you just don’t do it. It’s incredibly poor planning, and an almost self-destructive production strategy. Things change; the game needs to be able to change with it.
I might also add that simply taking the easiest route to being able to put out a product is never the best option, especially if it means that that product is going to be sub-par. The devs probably think we haven’t noticed all the hidden potential this game really has, but we have. I’ve met plenty of players like myself who love this game to death and love it enough to realize all the massive potential that lies deep within it, all the amazing things it could be, and yet are faced with constant disappointment because they are too hesitant to go back to the drawing boards and change core mechanics. I just don’t get it.
TL;DR you don’t fix a game by piling crap hotfix after crap hotfix on top of the product you’ve already made, especially when the thing that needs fixing is a core mechanic.
In a perfect world, if Arenanet were to muster up their courage and rework the Mesmer into what they always intended for it to be, what it SHOULD be, then things would start to look a little more like this…..
Phantasms would be purple ghost-like illusions of yourself, similar to as they are now BUT they would be untargetable, therefor unkillable, and their entire role/purpose would not be one of damage but instead of utility.
Example:
Phantasmal Warden: Conjures an illusion which creates a bubble that destroys all incoming projectiles.
Boom. That’s it.
From there, all you have to decide is whether it’s going to be ground-targeted or not, although I personally prefer not. In the case of ground-targeting, the illusion will spawn at that designated location and do its thing. In the case of not using ground-targeting for these skills, the phantasm will simply appear right next to wherever the Mesmer was when he conjured it.
The next decision is, will the phantasm follow the Mesmer as he moves around, or should it stay where you conjured it for the duration of its existence? If we’re letting them move, then it should work like this: the phantasm is conjured, the very first thing it wants to do is use its ability. After ability completes, if the Mesmer has moved location, it will move to the Mesmer’s location until it gets within a close-enough radius to the Mesmer, where it will use its ability again.
Each Phantasm will have its own singular skill with a cooldown, similar to how they are now.. Each Phantasm will have the SAME baseline cooldown that is consistent across all Phantasms’ skills! This is for the purpose of logic uniformity, giving the Mesmer and his allies the capability to plan around the Phantasm’s actions, but also giving enemies (in pvp or wvw) to plan around it as well. In this way, each phantasm is in fact much more self-balanced, and requires less management from both the players and Arenanet. E.G. Mesmer conjures a Phantasmal Warden, stands in its skill so as to avoid being struck by projectiles. The enemy has a few options: either 1) attack the Mesmer with melee, or 2) wait for the phantasm to finish its skill and take advantage of the window between. Remember, the Phantasm no longer does damage. The purpose of the phantasm has been focused, refined. If you want to block projectiles, you conjure the Warden. If not, then it has no other purpose.
More Examples:
Phantasmal Mage: Conjures an illusion which enchants the Mesmer with Might and Fury.
Again. That’s it. This Phantasm is for buffing. Conjuring it will give the Mesmer a damage boost. You balance the spell accordingly: if the Universal Phantasm Ability Cooldown (UPAC) is 2 seconds, then you make it so that this phantasm’s ability gives the Mesmer 1/2/3 stacks of might lasting 5 sec and Fury lasting 3-5 sec. Or whatever would be the most balanced option. I won’t pretend to be good with number balance. Since phantasms cannot be targeted (and therefor destroyed) by enemies, the pro to the spell is the buff you will get, and the longer you keep the phantasm in existence, the stronger the buffs will be. The counter? Simple: Boon removal. Plenty of classes have it, and that’s what it’s there for.
I’ll add more examples later.
I do think Phantasms are actually a major toxin to this profession and have been since day 1. They were poorly conceived from the start. Something definitely needs to change but IMO the real problem is that the phantasms are acting, from a mechanical standpoint, as pets, and therefor are being thought of and treated as such..
Allow me to explain.
In reality, the Mesmer is not a “pet” profession, and I don’t believe it was ever intended to be. Giving us the responsibility of having to manage or in any way babysit any of the illusions which we decide to conjure is the ACTUAL self-defeating quality to the Mesmer, as it goes against our purpose. If you want a pet class, that’s what Necros and Rangers are for, not even just in this game, but across all MMOs. Necro’s are the summoners, raising minions to do their bidding, and Rangers are the tamers, befriending creatures and forming psychological bonds with them. Mesmers don’t fit anywhere into that dynamic, and again, I don’t think they were ever intended to.
The Mesmer is, by definition, an Illusionist. What does that mean exactly? Well, I’m pretty sure it means that our only goal in creating illusions should be for the sole purpose of either A) diverting the enemy’s attention or/and shattering them for special effects. I think Anet has forgotten this, and I think the real issue lies in the simple truth that the Mesmer as a concept is very demanding from a design perspective. One could even argue that the Mesmer has, in essence, successfully “confounded” the very people who designed it. It’s a result of the profession’s naturally convoluted and extremely confusing way of doing things. Us Mesmers? We’re twisted. Insane. Absolutely bonkers. The profession is meant to reflect this. It’s SUPPOSED to be confusing, and in a way, it’s part of our own advantage. The more confused WE are (the ones playing the Mesmers), then what chance does the enemy stand at predicting our actions, if we can’t even fully predict ourselves?
I got a little sidetracked, but it’s still relative to the point I’m making here. The point is, I think Anet, in all their attempts to create this ideal profession of chaos and confusion, made themselves confused somewhere along the way, and made a few poor base-design choices. So what exactly is the solution..?
In my opinion its something like this:
In order to keep the Mesmer feeling like a Mesmer, and in order to actually bring it even further in line with being the proper illusionist it was always supposed to be, Phantasms need to change from a mechanical standpoint. They need to be taken out of certain trait lines, they need to be taken off of certain weapons, and their role when conjured needs to be re-imagined in a way that is more focused and logical.
In other words, the Mesmer’s damage potential needs to be taken out of Phantasms entirely, and put back into the two places where it properly belongs: The Mesmer his/herself, and the Shatter mechanic.
Now I know that idea probably offends a lot of people, particularly those who think a Mesmer’s power is already too concentrated into Shatters.
I read a lot about people who love playing Phantasm Mes because of the “pet class” feel it gives. They like having their Phantasms around who they can rely on to do all their damage. But it needs to happen. It’s the only hope for the future of the Mesmer. The profession needs to be brought home to the place where it truly lives.. not as a pet class or a summoner, but as an ILLUSIONIST, a deceiver, one who’s power is his own and not a “pet”. Illusions are NOT sentient beings, they aren’t even real. They are SUPPOSED to be figments of the enemy’s imagination, not an actual physical entity that the Mesmer should ever have to have a second thought about, unless that second thought is “disperse”. And to the Mesmer’s who will shed tears over the loss of their precious phantasm DPS pets? I would say too bad. If being a pet tamer was your intent going into this game, then I repeat, that’s what Rangers and Necro’s are for. The moment when a “pet build” became an available option to the Mesmer in the form of Phantasms is the moment when the future of the profession as a tried and true illusionist was compromised.
I’m so glad someone else decided to dip into the conversation!! While this thread was primarily supposed to be about Gravity Well in particular, I think a good hearty discussion about some of the more awkward Mesmer spell sounds is definitely in order!
Illusionary Counter+Ripsote: I totally agree with you!! I’ve always felt those sounds were too… I dunno the word… deep? Plain? Awkward? All of the above? Lol However I’m not sure if the Echo of Memory SFX would fit in well with those spells. It sounds too “irony” and “timey[wimey]” for a blade or scepter counter. I would like, for Illusionary Riposte, a magicky-sounding-sword-clang-reflect-type-thing. For Illusionary Counter? Perhaps something more mystical sounding, without the ‘sword-clang’.
Phantasmal Duelist & Magic Bullet: With you there! These should be changed to sound more pleasing to the ear.
Arcane Thievery & Mimic: Not even just SFX!!! I would LOVE to see some actual visual effects put onto these as well!! They may be simple spells with subtle effects, but I don’t think that in any way means they don’t deserve their own visual lightshow!! C’mon, we’re Mesmers!! Even the simplest details are supposed to be beautiful!
Also, I could go on about Signets but I really think THAT one is a discussion for a whole nother thread LOL.
And the whole last part I agree with you as well
Seeing as our class tends to suck from a mechanical standpoint, comparatively to other classes at least, I think we deserve some extra visual love. That’s supposed to be our realm anyway! ?(ˆ?ˆ?)
<3
Can you pleeeease pretty pretty please with sugar and a purple butterfly-shaped cherry on top bring back the clock chime sounds into Gravity Well’s spell audio FX? It was the only one that had a solid “clock chiming” sound to it out of the Chronomancer spells besides Well of Precognition, but the chimes in that one are too short-lived to be enjoyed, and they come to an abrupt halt at the spell’s end.
IMO nothing evokes the concept of “time magic” like the deep heavy sounds of distorted *GONG*s, and being that Gravity Well is the Chronomancer’s Elite Skill, it only makes sense that it should have it!
The strange thing is it used to have those sounds, but it was removed for some reason. Now the spell sounds empty and hollow, with just some deep bass sounds. You can’t really tell its a clock at all… it kinda just seems like a creepy black hole. It almost sounds Necromantic.
I know it seems like a really small and trivial request but one of my favourite things about the Mesmer has always been its very unique and immediately-noticeable aesthetics: the visuals and especially [for me] the audio aspects of the class. I think putting some really cool (and demented!?) clock-chime sounds in there would really add to the overall visual quality of the spell, rather than it just sounding hollow and void-like. It would also help to immediately identify the spell, from an audial perspective, as belonging to the Chronomancer.
tl;dr Put The Clock Chime Sounds Back In Gravity Well Please!!
<3
Not sure if this was an intended part of the most recent patch but, I’ve noticed the sound effects on several Mesmer spells been acting kinda sketchy since today (or yesterday?)
Namely the invis spells (Veil, Decoy, Mass Invis) they sound very out of tune and all distorted and weird. I’m not sure if it’s a good or bad thing. It kinda sounds slightly more “mesmery” lol