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Clones/Phantasms dying way too easily...

in Mesmer

Posted by: chyzwar.1398

chyzwar.1398

@Xovian.8572

Many of us would disagree with you here.
If you don’t understand the functionality of them being split, then it’s on you.
No one is going to say there aren’t bugs with the system, but just a broad negative generalization wont accomplish much either.

please explain what sense it makes to divide them, each weapon set has one skill to generate one clone and one skill for phantasms.

Pve wise monsters go randomly either at u or clones and they one shot clone/phantasm.

Pvp wise players always go after u and u alone, clones are not fooling anyone besides a total idiot., also the phantasm is easily spotted due to color. So u loose even that shred of hope to mislead ur oponent and the phantasm dies just as easy.

why not implement one kind of clone, that looks like u, moves in escape’ish manner, and have some hp and dmg?

also – i generalized about ill design and misimplement – if u need 40 lvls for the “class” mechanic to start working – then dont tell me its good design. Please.

Properly – it should work from lvl 1 and scale with no problems up to 80.

You are blindly following the rules without thinking – why the rules were created? or do they make sense? You just accept them as they are.

Game designers are wrong quite often – they redesign alot of stuff when the game launches. For instance – diablo3 and the paragon levels / inferno difficulty

Clones/Phantasms dying way too easily...

in Mesmer

Posted by: chyzwar.1398

chyzwar.1398

as i see it:

clones are either for blowing up or taking single hits for u. U can make them take more hits if u tank the mobs along with ur clones inside chaos storm – then they get aegis/protection and live longer.

clones and phantasms die right away to any mob aoe dmg. if u position them bad they die. yes u need to babysit them alot

hoping to build up 2-3clones to shatter on a mob usually does not work for me, clones got killed before. sigh…

i like staff condition stacking with clones – thats the only good thing they are at. again – u need to babysit them

essentialy – clones are doing zero dmg, they can sometimes take a hit instead of u… is it worth it? not really imho

phantasms die almost as easily, but u do more dmg. so the idea is that u kite the mob, phantasms do dmg mean time. again painfull

im hoping for better experience in pvp – but again – clones after spawning do not move. its dead easy to spot a player. if those 2-3 stupid clones did a dodge roll every now and then it would be awesome.

all in all – i dont see the point of spliiting the pets into two subclasses – both horribly ill-designed and misimplemented.

and the bugs. yay!

and the misleading tooltips.

but, dont get me wrong – im super happy about the game, after lots of years in different mmo, gw2 managed to chain me to the pc once again. It just needs some patches. Like alot… Mesmer-wise at least.

Sword #3 ability (leap) bugged?

in Mesmer

Posted by: chyzwar.1398

chyzwar.1398

i experienced the bug, a workaround is when ure running towards a mob – press sword1 once. Once ure in “almost-combat-mode” u can do sword3 and the clone will appear. I retested it many times – it does not spawn if outside of range, and it does not spawn if in-range with sword3 used as a first action. I found out that i dont have to actually “hit” the mob, just press attack once to enter combat mode prior to leap