Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
Yeah, but it’s something that’s superior to 90% of classes downstates 95% of the time. Of all the things in this game that someone could possibly demand change for, I guess I never thought that mesmer downstate ability 2 would be one of them.
No one is demanding anything – i know it wont be fixed, i know what Anet are like when it comes to fixing issues. 90%? Not a chance, when it works its about 4th i would say behind ele, Thief and Warrior in my opinion and when it doesnt work its behind Thief, ele, warrior and guardian
I agree with ArmageddonAsh.6430
Give Mesmer the warriors #2 like he just asked.
It will work correctly each time!
I love your idea man
I didnt say give us theirs, i used them and Ele as an example of ones that work like they should – Guardian one is very solid as well. Downstate #2 should be used to help keep you from getting stomped
No other class requires such an extensive amount of counterplay in order to stand a chance against them.
Mesmers really need to be reworked or deleted. There’s no other way around it. Extremely unfun class to face.
I would say Thief are ALOT worse thanks to the game mechanic that is Stealth and the Culling issue. I play a Mesmer alt and i dont have that much trouble fighting them, i know what to look out for and know the most important skills and know that AoE is deadly against them
Not alot you can do against a Perma-stealthing Thief that can kill you before the culling effect ends showing you where they are. Just a few hits before they show and unless you are a bunker you are either dead or near enough there
At least it’s a technical issue that will get eventually fixed.
Mesmers don’t need bugs to be overpowered.
EVENTUALLY…You sure about that? How long as the Culling issue been in the game? its an engine issue from what i heard i dont think their is a fix or surely they would have done it by now.
Mesmer’s are strong yes, but they have clear weaknesses cough Conditions cough They are far from the godlike modes that were the Guardian Bunker, Eel Bunker or Thief anything builds.
I rarely have any issue with Mesmers, i have played them enough to know what to look out for, AoE is a killer against the, conditions are a killer as well
Compare that to a thief that can just attack you while being in stealth (thanks culling!) and before you know anything 2-3 hits and that could be as much as 15k+ damage you are either dead or just about to die.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
Played my mesmer for the first time in a few months to test this. After 3 hours of play, both in sPvP and tournament, I had this happen once. It’s my opinion that it is NOT the most unreliable interrupt in the game and is actually pretty friggin good. I think you’re blowing how many times the useless teleport actually happens out of proportion. This is coming from a “god, I hope I get invisibility instead of stability” engineer. You think you’re praying for skills, roll an engi lol
Thats what i mean its LUCK. I have had it work correctly all match some times and then never work correctly in other matches. THAT is the issue with it. Of course i dont want a Thief downstate, something like Warrior or Ele which i think work well, they delay death for that few extra seconds and thats what it should be.
It should NOT be use #2 and get teleported a few centimeters to your left….
So let me get this straight, you’re complaining about one of the most broken downstate abilities and want it buffed?
I just want it to be RELIABLE, nothing more nothing less. If you start stomping a Thief and he ports away the stomp is interrupted. If a mesmer ports away they can STILL be killed from that stomp even if they are ported away and behind someone while being in stealth
No other class requires such an extensive amount of counterplay in order to stand a chance against them.
Mesmers really need to be reworked or deleted. There’s no other way around it. Extremely unfun class to face.
I would say Thief are ALOT worse thanks to the game mechanic that is Stealth and the Culling issue. I play a Mesmer alt and i dont have that much trouble fighting them, i know what to look out for and know the most important skills and know that AoE is deadly against them
Not alot you can do against a Perma-stealthing Thief that can kill you before the culling effect ends showing you where they are. Just a few hits before they show and unless you are a bunker you are either dead or near enough there
Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills
I cant see anyone talking about skills, traits, drowned or utilities – this is just about Downed skill #2 and NO one can say they are balanced. Just giving out opinions and possible options – its not as if any of this will be taken into account and them actually do something about it anyway…
The point is that they are actually a bit balanced. By no means a warrior should be able to do what an ele can in downed state, nor an ele should be as bad as a warrior is while downed. You see, guardians have as much armor as a warrior have, but way lower hp, so guardians get a little better downed skill than warriors.
I might agree that mesmer and necro downed might be a little bad for them being light armor users, but you see necros are the second highest hp in game so they shouldnt have something as powerful as eles, but still not something as bad as warriors. Mesmers are light armor with high lower hp than a necro so their downed should be a little better, thieves hp are the second lowest in the game but they are med armor so their downed shouldnt be as good as an ele downed but neither as bad as a warrior downed, should be between mesmer and necro… Not sure if you get my point, but giving everyone the same chances to live is plain stupid and as i said then they should give everyone as much hp and armor.You wanted a warrior? High hp, high armor, well your skills wont be as good as an ele to get out of troubles you will have to use ur high hp and armor to live through, deal with it.
I’m not saying everyone should have the exact same thing, that was an Option but they are not balanced – looks at Engineer. The problem is
1. You shouldnt be able to Stomp someone while in stealth
2. Downstate #2 shouldnt become useless against certain classes, abilities, skills
Then you have the problem that some people wont even bother stomping someone, just drop a few AoE and leave them to die thanks to the fact that taking any sort of damage stops the heal is annoying as well should only be direct damage that stops it
Thief, Ele and Warrior have the best ones i would say, they are balanced they can delay death (like they should) without being TO over powered (minus Thief) Mesmer WOULD be up there as well IF ours wasnt so UNRELIABLE
Surely downed state ISNT about whos got the highest armor/health It should take damage done into account in that sense then and Thief have OP burst and with the Culling issues an OP Stealth…so should they ALSO get the strongest Downedstate?
Downed State #2 skills should be to DELAY death for a few seconds, give your team or what ever a chance to save you, Engineer one is awful for example I’d say Necro is the second worst
In My opinion it goes:
Thief > Ele > Warrior > Mesmer(when it works) > Guardian > Mesmer(when it doesnt work) > Necro > Engineer
Not sure what the Ranger one is so dont know where it would fit.
The issue is stealth. It’ll get nerfed after the culling issue is fixed.
You mean IF its fixed – How long have we have Culling issues? yet thanks to the way they designed the game (sloppy at best) i dont think it can or will be fixed, An easy way to get around this is remove Stealth its VERY over powered
No they can’t remove it, a class is based around needing it. That would require too much re-tooling.
What they should do is remove the ‘revealed’ debuff, allow stealth to be stacked (not like it isn’t already), and make damage break stealthed targets.
Then thieves would actually have to think every time they used stealth skills.
That wouldnt fix it, Culling is the biggest problem when it comes to Stealth. Other options – remove the number of stealth options they have and/or reduce the actual time they are in stealth. I have seen Thiefs kill someone while in* stealth and then just go right back into it and run away
- Technically not actually in stealth but thanks to the Culling they APPEAR to be stealth ed when they are not. That combined with the OP burst they have and the Elite(i think) that turns the target to stone is just to strong, it can take anywhere between 2-5 attacks before they become visible and most of the time you are either dead or downed.
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Again, a thief-specific downing issue. If it isn’t stealth-stoping crazyness its Steal’s port-stomping crazyness. We should just rename thief to “Troll” and be done with it. lol
That still doesnt get around the fact that its the MESMER downstate #2 that has the issues. They should NOT become useless against a class, Ability or Spec. That goes for everyone elses as well. Sure Conditions and Boons but NO way should some of them be countered by Stealth which is seriously messed up with the Culling issues and everything.
None of the Other Downstate #2 relies on LUCK for it to actually work. Sure some can be countered by Conditions and Boons but when other classes use them are they thinking “god i hope it doesnt teleport me right next to where i am already” or saying “God i hope it decides to work this time”
It IS the most unreliable downstate in the game. I think Ele though very strong is balanced, They are meant to delay getting “Finished” some of them do this, some of them dont Mesmer one IF you got ported a proper distance and not right where you were and it stopped the Finish (just like the Thief one does!) then it would be fine, Except…
- You can use the Port and be behind them and in Stealth and STILL get killed when they finish the stomp
- You can port right next to yourself and get killed when they finish current stomp
- You can port right next to where you were and not get killed when they finish the stomp
Its just to Unreliable and THAT is the biggest weakness of it, when it works its strong when it doesnt work its useless.
The issue is stealth. It’ll get nerfed after the culling issue is fixed.
You mean IF its fixed – How long have we have Culling issues? yet thanks to the way they designed the game (sloppy at best) i dont think it can or will be fixed, An easy way to get around this is remove Stealth its VERY over powered
Some of you have observed that sometimes when the Mesmer downstate teleport takes you apparently out of range of the initial stomp, you get stomped anyway.
In at least some of these situations, the stomper may be using a teleport to complete the stomp. It works like this:
If the Mesmer hits 2 too early, the Mesmer will be visible at the teleported location before the stomper’s stomp animation has finished. The stomper, who has been watching for where the Mesmer teleported to, uses Blink or a similar skill to teleport to the Mesmer’s new location mid-stomp, and successfully finishes the stomp.
I have never experienced that, every time it happens to me the person doing the stomp DOESNT move. However if their is a problem with that it needs to be fixed using a teleport mid Stomp SHOULD break it and make them start from the start.
Just don’t go into water.
Problem = solved.
Not so when when it might be required during some matches and when they put nodes under water. I personally think the Water Combat if bit of a cheap idea, it doesnt really work that well
Try every class, find the one you like and play it, if you have problems with one class or spec then make a character with that class or build and try them out – give them a play around in PvP find out how they work and what the weaknesses are and it will make it easier to fight them….shame not everyone takes this route and would rather kitten and moan about them on a forum
Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills
I cant see anyone talking about skills, traits, drowned or utilities – this is just about Downed skill #2 and NO one can say they are balanced. Just giving out opinions and possible options – its not as if any of this will be taken into account and them actually do something about it anyway…
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
I cant think of any other class that downstate #2 is SO unreliable. even when nothing is happening you still have to have luck that you will be ported someone more then a centimeter away from where you are
A Thief presses teleport and he teleports, a Guardian presses that AoE and he does it sure those skills and others might be affected by conditions NONE of them are reliant on LUCK.
Most builds have access to some form of stability/invulnerability for a guaranteed stomp, rendering most interrupts useless. Yours completely bypasses that and teleports you, sometimes not far enough. If you can’t think of a class with a more unreliable downed state interrupt then you need to play more classes.
Except that it doesnt bypass it if they STILL kill you when they finish it…
Ours we can port away from them and get killed when they finish the stomp
other times we can be ported right next to them and survive
I am NOT talking about ones that can be countered by Conditions or Boons i am talking about when its simply down to LUCK if it will work as intended. If someone that hasnt got invul/stability/stealth tries to stomp a Guardian his #2 WILL still work…
Be warned if you go D/D Ele or any spec Mesmer yo uwill get kittened at if you kill people saying that you are a noob (i get it ALOT)
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
I cant think of any other class that downstate #2 is SO unreliable. even when nothing is happening you still have to have luck that you will be ported someone more then a centimeter away from where you are
A Thief presses teleport and he teleports, a Guardian presses that AoE and he does it sure those skills and others might be affected by conditions NONE of them are reliant on LUCK.
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
No don’t nerf engi condi removal because that is one thing that helps make engis good. Yes you deal with conditions better than mesmers but that is a weak point of a Mesmer that people just for some reason REFUSE to exploit.
I think its GOOD that classes have weak points. Doesnt seem some classes have REAL weaknesses.
All #2 downed skills are annoying. All of them can prevent a stomp from happening. But you can prevent that annoyance in the first place for some of the profession which is a plus.
The #2 downed skills that can be prevented: You just need stability/invulnerability/and sometime stealth to make that Guardian Knockback, Warrior’s hammerthrow, Necromancer’s fear, etc etc… worthless. Then you get to stomp them without interruption.
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
I propose that you can stomp the elementalist while they are in mist form(or vapor form, whatever it is called). This way, if you immobilize them, you get to stomp them while they are invulnerable. You can immobilize elementalist before they go into mistform but you cannot stomp them while they are in mistform.
For thieves and Mesmer, if you immobilize them, their #2 skill becomes worthless.
Because immobilize is a cheaper condition compared to the expensive stability/invulnerability, it would be more balanced if an elementalist cannot be immobilized while in mist form, or thieves and mesmer gets the same reaction time when using their teleports. This way, you need skill to prevent their annoying escape in the first place. Unlike stability, you don’t need player’s skill to pop up a stability to stop a guardian from knocking you back.
I can’t speak for other classes but when it comes to downed skills thieves is stronger than mesmers because they can choose where to teleport to we get teleported in a random direction/don’t move at all/ or get teleported into the stomp. Can’t speak for other downed #2 skills but trust me Mesmer downed 2 is a joke. And the iRogue usually can’t be summoned before a stomp is complete.
When ours works like it should it is good, when it doesnt (and its alot) its awful.
- Ported away and behind someone, they finish the stomp we STILL die while in stealth
- Ported…all of a few centimeters away from where we were
Ours is EASILY the most unreliable, Thief is easily most OP, Engineer has to be the worst coz while you are dying you REALLY want to pull them to you :/
Basically u want to give everyone the same chance to survive, so make everyone as strong.
Pretty much, you shouldnt stand NO chance at surviving based on who you are fighting – Stealth is SERIOUSLY OP when it comes to Stomping someone. Porting around every 5seconds is OP – yes i am a Mesmer, but i hate our #2 its SO unreliable and ALOT of the time you are ported right next to where you were and are killed when they finish it THROUGH stealth.
I think it goes Thief > Ele > Mesmer(when it works) > Guardian > Warrior > Mesmer (when it doesnt work) > Necro > Engineer
Not sure where Ranger fits as im not sure what his downed #2 is
Yes but saying every class should have similar downed skills is like saying every class should wear heavy armor and have 22k base hp pool. This is the reason some classes have it worse than others while downed and also while normal.
By similar i mean ones that WORK, ones that are just as effective. Look at Engi one that bloody awful, Mesmer one is VERY Unreliable, Thief one is WAY to powerful, Guardian one i would say is balanced, thats good its not to strong and its not to weak yeah its AoE but its still solid.
A simple fix: Have ones that WORK against all classes, dont make it so that being Stealth or having Stability or anything makes it USELESS
Adding new maps wont fix the lack of PvP Competitions…..maps are not the solution.
I didnt say it was the solution to the whole issue. Part of the issue is the fact of playing the same few maps for so long it gets VERY boring
I totally agree, They are talking far to long to add anything to PvP. I mean i dont expect to have new maps every week or anything but its been like 6months and we have had ONE map added and no new modes or anything (which should have been added in the release)
LOL? Warriors do less damage than eles? What game are you playing? Anet seems to balance life saves towards base HP.
Warriors can crit almost 30k in full zerker gear in pve, while eles can crit 10k if lucky.As i said, a warrior, heavy armor, lots of HP, heavy damage, shouldnt by any means be as mobile as an ele, whereever it is in downed state or not, so no, warriors will still suck while downed (not that much self ress is awesome actually) while eles will still have the best downed anti stomp since they have the lowest hp and armor in game.
What makes an ele as good as a warrior, is their skills, if you take out their skills what do we have?
I have NEVER been hit for 30k damage by a Warrior, i am talking PvP not PvE. PvE means nothing, its easy anyway. Its more about PvP where balancing is the issue and seeing you rarely go down in PvE and even if you do you will kill someone fast enough not to die.
What i meant earlier they should be balanced, when your #2 becomes USELESS against certain classes or abilities thats when Balance goes out of the window.
My question is why do they need to be balanced?
I mean a warrior, master of heavy armor and highest HP pool they are harder than any other class to go down (with the same stats, isnt fair to compare a berserker warrior with a toughness ele), so, why do they have to be balanced? An ele with only 13k base hp against a warrior with 22k base hp and twice as much armor why do both need to have the same weak/strong downed skills? Its obvious the ele needs to have an advantage.
HP and Armor doesnt really matter, Warrior are at the disadvantage against Ele (from my experience) in that they lose alot of damage and mobility – i rarely have any problem against a Warrior even with his downstate, once he pops that i have plenty of options to get away knowing hes dead when it wears off.
So, while Warrior have more health and armor they do less damage (from my experience) compared to a ele who has less health and armor but does more damage and has great mobility
@ArmageddonAsh
It still top 3.
WHEN it works and again, its VERY unreliable. I think Downstate #2 is VERY unbalanced they should ALL do the same thing just use different animations either have it so that its an Interrupt(that works against stealth) or an Invul or Invul+movement
Imagine a warrior with vapor form and their #3 skill to go back to life HAHAHAHA, no things are fine as they are.
To the above posters, an ele has to sacrifice most of their damage to get as much survival a warrior has (good hp/toughness) while a warrior can have as much in full berserker gear, this is what i meant about light/med/heavy armor advantages, see better downed skills as a low armor advantage, stop the whinning.
By the time ure making downed skill the same for everyone, give stealth to everyone, healing(on top of #6) to everyone and aoe stability for everyone!
Why the hell would u think downed skills should be exactly as powerful for everyone, while the rest of the non downed skills arent? Not even armors are balanced light/med have not enough advantages against heavy armor, most of the time heavy armor users are better at everything than light armor users. Im talking PvE wise btw.
No i mean make it so that EVERYONE has EITHER a Invul/Interrupt/Port and EVERYONE has the same one, just using different animations and such. Downstate should be BALANCED not having it so that some are way more powerful then others.
Look at Thief Port and Mesmer Port – both teleport you somewhere. Both good right? No, Mesmer one is VERY iffy you cant pick where you go its just to disorganized and relies to much on luck not to be ported right next to you were.
Now if the Thief port was the same as that i wouldnt mind as much – sure you can mention we get the clone except that i RARELY see anyone confuse the 2 and you get the problem that you can be killed AFTER you ported away and are in stealth. I would happily say no thanks to the Clone just let me pick where to port to like Thief and have the same cool down as the thief and keep the Stealth we already have.
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
Same, Make it an AoE interrupt rather then single target though as i tend to see MANY people trying to stomp one person alot of the time. But i do think they should decrease the damage you take by 50-75% while in downed and make it so they have to stomp if they want to finish it quickly far to often i see people just throw AoE upon AoE down on people that are in downed state and just leave them to die
I disagree with decreasing damage taken. The way things currently are a thief hits with his down 1 ability around as much as I dish out with my rifle auto attack as a GC engi. Can you imagine having to take that damage because you’re too busy fighting the survivors and can’t down them?
Thats okay for some, not for others as not everyone does that huge amount of damage when they are downed. Another option could be to make it that they take less AoE damage to stop the AoE and leave spam.
I mean Thief damage while they are downed is still insane, its just another aspect that shows how unbalanced Downstate really is.
I honestly think all downed states should allow for exactly 1 interrupt and that’s it.
Same, Make it an AoE interrupt rather then single target though as i tend to see MANY people trying to stomp one person alot of the time. But i do think they should decrease the damage you take by 50-75% while in downed and make it so they have to stomp if they want to finish it quickly far to often i see people just throw AoE upon AoE down on people that are in downed state and just leave them to die
Well, essentially, they should be deleted from the game.
If you are going to start a post with this it’s unlikely you are going to get anything you intended once people are laughing and no longer taking your post seriously. I understand your frustration and the like, but to even consider deleting a profession or mechanic from the game as a valid response is just silly.
any Suggestions?
The Mesmer in this case is a Shatter Memser, not really a melee mesmer. It’s unlikely they will stay in melee the entire time. The reason being, they are incredibly squishy when they aren’t pulling off their burst and when they are in their Sword set. This changes a bit when they are with the Staff, but in general there are fantastic set of tips when dealing with them. Keep in mind though that if you are pure melee then the odds aren’t in your favor, but that doesn’t mean you auto-lose.
- Dodge roll into the clones when they shatter. This triggers their explosions. A Shatter mesmer’s damage is mostly in these shatters. Mitigate them and you mitigate the vast majority of what they can do.
- Move away from the Mesmer if possible. Mesmers need you to be close to deal their real damage. Unless they have a Greatsword they have no real way to deal damage in this long range case, and without the Staff they are incredibly weak defensively beyond the trickery. AoE slows in particular can make it very easy to pick off Mesmer stuff.
- Move all the bloody time and learn to recognize the leaping clone. This leaping clone is the very beginning of the burst combo that you are going to be hit with. If you can keep away from it and/or dodge the follow-up then you have fully mitigated the combo. The other way to start the combo is with the Magic Bullet stun, so dodge roll that projectile if possible as well and stun break it if you get caught while having that cooldown up.
- AoE is pretty key in dealing with clones in general. This won’t stop the primary combo of clones if you get caught in the burst cycle, but beyond a Mirror Images burst while you are Immobilized it’s completely feasible to cleave them down. If you do get immobilized, make sure you use whatever invuln options you may or may not have.
- Recognize Distortion. They are invulnerable during Blurred Frenzy and their Distortion Shatter. Don’t waste valuable cooldowns during this period. I’ve seen far too many people try to burst a Mesmer I have targeted with Quickness for example. They are literally invulnerable during their burst combo, keep that in mind.
Best advice in general though, is to go play one. Start with a Phantasm build for a few hours to ease into the profession and then pickup the premier Shatter build once you have adjusted to the profession. Easiest way to learn how to beat something is to play it, and in GW2 it is incredibly easy to do that. If you are too stubborn to learn how to do that, then just watch Mesmer some streams on twitch.tv. Experience and knowledge of what a profession can do and usually does is the vast majority of skill in any MMO. Targeting nightmare is accurate though, they can be pretty frustrating without tons and tons of practice.
Some great tips – but be careful dont full into the “everyone is a shatterspec” idea. I personally only shatter when i need to, Against Thiefs its great for the Burst as they take damage from the Confuse and from the retaliation i give them.
I like the double shatter as well – Having 3 up and then using the Confuse one, then summoning another 3 and using Mind Wreck which also give Confusion. Though this is VERY high risk as it can put all your clones and everything on cool down if not timed right.
I find it best (when you know which is the real one) is to obviously stun them first and then burst before they can get Distortion or anything off, unfortunately its rare for people to use that.
Another as you said is the Decoy into Dodge its funny how many times people will fall for that. You see them and charge towards then, Use Dodge and then Decoy into another dodge creating 3 clones and being in stealth for a few seconds, pop the F2 and then when you come out of stealth you should have a dodge option up again, pop MI and you are good to go for a few attacks, they come close and they take 4 hits from Shattering (3 clones/phantoms + 1 from shatter effect on me)
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
I have used the Downstate #2 before they start the stomp and during it, because its VERY unreliable when it comes to getting teleported it can be pointless as i have been quite a few times teleported right next to where i was before i teleported.
Another issue is that if you start the Downstate #2 DURING the stomp you can be ported away and in stealth and they will finish the stomp and it will kill you – that happens to me quite a lot as well.
What happens if you use it near the end of the stomp, but before it finishes?
It just seems very random, i have used it and been ported NEXT to myself and survived the initial stomp only to be killed seconds last, other times i have been ported away and they finish the stomp and kill me while i am IN stealth
@ArmageddonAsh
It still top 3.
WHEN it works and again, its VERY unreliable. I think Downstate #2 is VERY unbalanced they should ALL do the same thing just use different animations either have it so that its an Interrupt(that works against stealth) or an Invul or Invul+movement
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
Disagree with Mesmer, its VERY unreliable WHEN it works its good, when it doesnt its just as useless as the others. You can port away during a stomp and get killed when they complete it, stealth makes it unusable 1vs1 as well, its no where near as strong as Thief or Ele down when it doesnt work as it should
I thought mesmer’s #2 down was safe if timed right before the stomp goes off (the stomp finishes when both you and the clone are still stealthed). Of course, if you use it right when you’re getting stomped, you have a chance of appearing close to them and they finish you, but does this still apply when the mesmer is in the middle of downed state #2 “limbo”?
I have used the Downstate #2 before they start the stomp and during it, because its VERY unreliable when it comes to getting teleported it can be pointless as i have been quite a few times teleported right next to where i was before i teleported.
Another issue is that if you start the Downstate #2 DURING the stomp you can be ported away and in stealth and they will finish the stomp and it will kill you – that happens to me quite a lot as well.
Anything with GS is pretty solid. I have a GS and Sword/Focus. The damage is solid and i only shatter when i feel like it or when the enemy/enemies are nearly dead.
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
The fact that you are ported AWAY from them and the fact you are IN stealth – Surely would be the simplest of things, you SHOULDNT be able to finish someone if they are not near you.
Personally i think Downstate for most classes needs to be addressed everyone should have an even chance. They are meant to give you that little bit longer to survive. Being the fact that A – Downstate #2 cant be used if someone goes into Stealth is stupid and B – Just how Random it is; Read above
Hell no, if anything they need to make downed state almost useless, remove everything and give everyone something to smack people with, something with low damage however. And that’s it.
That wouldnt be so bad, make it so that EVERYONE Has the same, just with different animations that would make it ALOT better. Having Downstates that are simply useless against certain classes/abilities is VERY unbalanced.
Skills:
1. Single Target Attack
2. Single Target Interrupt
3. Multi Target Attack
4. Multi-Target Interrupt
5. Heal
Have it so that the Attacks start without a cool down, have it so the Single Target Interrupt has a 2.5second cool down and the Multi Target Interrupt has a 5second cool down.
Though the HUGE issue is that i rarely actually use Finishers, i rarely see them used either most people will just nuke people down its ALOT easier then chasing Thiefs around or anything
Either remove downstate or fix it, its just unbalanced. Make it so that people take at least 50% less damage in downstate (without a trait!) and make it so that so that people HAVE to finish people and just make it so the skills are balanced across the board
i dont think the mesmer should benefit on an imperfect targeting feature.
Why not? Thief benefit from the Culling issues that STILL havent been fixed…
Yeah, your teleport doesn’t always interrupt the finisher. I don’t see how it’s wrong?
The chance of it not interrupting is really low, while some other class can’t interrupt the finisher 75% of the time.
Why would you need a 100% interrupt? When you already have better?
The fact that you are ported AWAY from them and the fact you are IN stealth – Surely would be the simplest of things, you SHOULDNT be able to finish someone if they are not near you.
Personally i think Downstate for most classes needs to be addressed everyone should have an even chance. They are meant to give you that little bit longer to survive. Being the fact that A – Downstate #2 cant be used if someone goes into Stealth is stupid and B – Just how Random it is; Read above
I have no sympathy for mesmers.
You a Thief?
You guys already have one of the best interrupt in downed state.
I fail to see how failing to interrupt 10% of the time, is a bad thing?
75% of the time, I can’t interrupt the finisher on my engi.
Its how unreliable it is. Its 50-50 if it will work like it should work and like 75-25 if you will still be killed by it when they finish it despite you being away from them and in stealth.
No its the fact you port away the Finish SHOULD be interrupted. Otherwise it makes the teleport pointless. I have ported away and been facing different directions and STILL been killed by some one completing the “finish” move.
Its not like te Guardian AoE Interrupt. But porting away AND being in stealth SHOULD interrupt the “Finish” as it makes NO sense that porting away and being in stealth and you still get killed by it. Either that or add a Max distance that the finisher can be done on someone
In its current state its pretty buggy. One time you use it and it could port you away and behind someone and still get killed when they complete it, other times you could be ported right next to where you were and not get killed when they finish it…only to be killed seconds later.
This skill is in need of fixing, Its useless against Thiefs seeing as they 99% of the time go stealth when they try to finish you thus it cant be used, Think Engineers or Rangers have a stealth option as well.
Plus the Teleport aspect is in need of fixing as well. It needs to be a set distance from where you start It gets VERY annoying when they start to finish you and you port, only to be moved right next to where you were and killed
Another issue is that when you Teleport away while they are in middle of Finishing you and you port away you can be away from them while they are facing different direction and will still kill you when they complete the “finish” move.
If you could change/fix this skill what would you do? Me personally just make it so we can pick where we want to port to and make it so that using the skill breaks the finisher as well. and have it so that it can be used without a target Nothing game breaking or anything, just fixing it
wow, had no idea that could be done, will have to give this a try lol
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so that is 3 + 3 + 3 + yourself = 10. The OP is correct. Anet should delete 9 out of every 10 Mesmers to even out game balance.Except, only 3 allowed up at a time.
Actually you can. You’re able to call up illusions after you have queued them to shatter – it doesn’t destroy the previous ones as they were already considered destroyed by the shatter command. If you are quick, it is possible to call up multiple sets in this manner. I’ve had more than one person comment my army of clones. XD
So how does that work? is it clones only?
SO you get 3 up, click on a shatter and then summon more quickly? like MI?Any illiusion – phantasm or clone. Clones just happen to be the quickest as most weapons have half second cast times + your dodge clones. Phantasm, however, are usually 2 second casts.
So how does it work?
<snip>
so that is 3 + 3 + 3 + yourself = 10. The OP is correct. Anet should delete 9 out of every 10 Mesmers to even out game balance.Except, only 3 allowed up at a time.
Actually you can. You’re able to call up illusions after you have queued them to shatter – it doesn’t destroy the previous ones as they were already considered destroyed by the shatter command. If you are quick, it is possible to call up multiple sets in this manner. I’ve had more than one person comment my army of clones. XD
So how does that work? is it clones only?
SO you get 3 up, click on a shatter and then summon more quickly? like MI?
I cant help but love the Winged armor set, got it on my Ele and my Mesmer
Lets see…. cant count self shatter since if you were right next to them clones would insta shatter:
- dodge clone + dodge clone + weapon clone > 3
- mirror + decoy > 3 clones off queue
energy weapon and vigor should get you ready for:
- weapon swap then weapon clone + dodge clone + dodge clone > 3so that is 3 + 3 + 3 + yourself = 10. The OP is correct. Anet should delete 9 out of every 10 Mesmers to even out game balance.
Except, only 3 allowed up at a time.
I do know about it. But my only problem is when I use my shatters sometimes my clones either explode where they are standing or the move like molasses towards my target. My idea is wouldn’t it be nice if they did a purple “Ride the lightning” to their target.
Now that would be great, they are easily killed going through AoE as well. Also it gets annoying when they start running to targets and then get stuck and explode. They need to create a new way of doing the shatters as the current one has to many issues, with them getting stuck when ANYTHING changes in the terrain and how they will blindly run through AoE…
Sorry but this is a bad idea. Having your clones stand around doing nothing while you’re dodging and using other skills would make them even more obvious, nevermind lose a lot of effectiveness from the few clones that have on-hit effects and Sharper Images.
Didnt say anything about them standing doing nothing. If not attack when we attack, reduce the cool down on them. Having them stand around doing nothing for 10+ seconds doesnt really help at all. Even if it means removing the Conditions and increasing the damage they do.
I mean Clones are meant to disturb and confuse people. if they stand around doing nothing or attacking out of sync with one mesmer it makes it very easy to see the real one, and thats without the clones only using Auto attack….
Maybe have them use the other attacks as well? but those attacks do NOTHING just show the animations that could be VERY cool.
