What Ryuujin says.
There are insanely powerful Elites, chief among which are Supply Crate, Tome of Courage and first and foremost, Time Warp.
But for some reason, everyone whines about Moa Morph, an elite so weak in comparison to Time Warp that it’s really only useful to … well … get people to whine about it. It’s nice for trolling people, but for nothing beyond that. It turns an already won fight into an even more cleanly wrong fight, and close 1v1 encounters into wins.
In other words, strategically it’s completely meaningless.
Time Warp turns zerg-fights from losses into wins. It breaks Oil in seconds, it blasts attackers off the gate, it stomps max-defended points in sPvP. Time Warp can only really be countered by AE CC (difficult outside of Supply Crate), coordinated (voicecomm-level) AE invis moves or by Time Warp from yourself.
Likewise even after the nerf a ToC-Guardian is probably the strongest back-row supporter you can have, easily turning a balanced fight into a strongly unbalanced one.
And Supply Crate, well, it counters Time Warp. That alone is reason enough to use it, but it’s also very powerful on it’s own, especially if used with good timing so the enemies have to decide between denying you the position or focusing on you.
But Moa is your problem? Really?
@ Carighan – I think it’s an awesome skill and I don’t mind it one bit, you can stunbreak from it, move out of the way and the rest of your skills are still available so it balances out.
I find it… juvenile how the loss of abilities seems to be the definition of power to you.
You can:
- Move out of the way of Moa.
- Move out of the way after Moa.
- Deny post-Moa attacks entirely with class abilities.
- Deny casting Moa due to forced movement (it roots while casting!), interruption or simple range (lacking +runspeed if we start from max-range my chance to cast are null if you take a step back).
- Dodge it. It goes on full 3 minutes CD.
- Ignore it. Moa is meaningless to who wins the camp / tower / keep / castle / battleground.
Instead of being useful, Moa humiliates the target with it’s 10s of pink, bird, running-only form. It’s awesome to create forum whining, and I give it that it does it reaaally well.
(edited by Carighan.6758)
You’re right Levetty, I would remove passive runspeed from ~3 more classes. Or maybe 1 more, actually.
@Zogyark:
What do you think about Time Warp?
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: Carighan.6758
Ofc not! It’s constantly up, all over the map! :P
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: Carighan.6758
In other words:
- We have a ton of illogical traits, bugs, broken or outdated design ideas, and our traits are very randomly sorted (we don’t have proper “Themes” to our lines, or rather themes aren’t truly developed, compare Guardian or Elementalist or Ranger, and for one having similar troubles compare some traits of the Engineer).
- OTOH, we are extremely powerful due to a handful of abilities, namely Time Warp, Feedback, Null Field and Into the Troll Void.
Even without being specced for Confusion or having much +conditiondamage, a 3-Illusions AE Confusion on a zerg is a fair amount of damage. Coupled with a well-timed Feedback bubble, it reduces everyone to 50% or less HP within that duration.
As a 3x Sword Mesmer, I find GS Warriors to be fairly easy.
They’re lethal, sure, but between Blurred Frenzy, rooting them, Distortion, Distraction, MoD and the knockback + the constant crippling, they seem to not have that much chance to even hit me at all.
Yeah, especially given that the icon for a Focus is a fan, we really should have access to more elaborate Foci.
- Fans
- Focus-Orbs
- Regal Scepters (those stylized ones monarchs used)
- While we’re at regal stuff, a Globus Cruciger .
- Prayer beads
- Chalices
And since the idea came up while I wrote that, Lanterns as Torch-models! \o/
Such a build would really benefit from 20/30 Chaos random Condition and random Boon on interrupts, I suppose.
In this thread: People trying to understand Mesmer without actually playing one.
My advise: Try to use a few Clones, you’ll quickly understand why 0 damage is ok. Plus, they don’t deal 0 damage.
Comparing the 3 heals:
Ether Feast
5560 base healing, +640 per illusion
20s CD
- 278 HPS (healing per second) if used on CD with 0 illusions
- 374 HPS if used on CD with 3 illusions
Mantra of Recovery
3260 base healing x2
10s CD
- Assuming you recharge on CD (4s recharge, right?) and fire on CD, 434,6… HPS
Mirror
3915 base healing
15s CD
- 261 HPS
Conclusions:
- For Mantra vs Ether Feast, it depends entirely on how often you got 4s time without being able to attack. If you get to charge frequently because you are retreating or in cover, MoR beats Ether Feast by a fair margin.
In other words, time-investment is higher, return is much higher though. - For Mirror, it is ofc inherently inferior. But let’s consider incoming projectiles for a second.
If 255 or more damage hit you during Mirror, Mirror beats 0-Illusions Ether Feast on HPS.
If 1695 or more damage hit you, then Mirror beats even a 3-Illusions Ether Feast on HPS.
If 2605 or more damage hit you, Mirror beats even on-CD usage of Mantra of Recovery.
In other words, Mirror is anything but weak. Our heals also have a fairly smart system about them:
- Do you need a stable, reliable heal? You want Ether Feast, there’s no way around it.
- Do you frequently have short breaks in your combat? Mantra of Recovery seems the biggest helper, since you gain “free” recharges.
- Do you combat a lot of ranged attackers? Chances are, Mirror is your best heal given that just one reflected attack probably makes it the strongest one.
- If none of the above apply, just use Ether Feast.
To be honest, this is not a Staff#2 specific issue.
I suspect a fix needs a fairly large change in the way the pathing works.
Although yes, we need one.
I wish Clones had a health of “Exactly one single target hit, or five hits of AE damage” or something like that (something auto-scaling), but in turn had an innate on-break effect.
I’m not convinced there’s an actual cap yet (sample size is still very tiny), but this definitely needs further investigation.
If I find the time later on I’ll run some tests on the golems, too.
A camera height slider would actually be pretty cool, provided it is scaled by racial height. I.e. the highest Asura setting is on par or lower than the lowest Norn setting.
One thing I noticed which is important as far as “feel” goes is that as an Asura I sometimes genuinely cannot look over certain obstacles.
Which is fine with me. In turn I am less easily clicked in a standoff, so size has downsides and benefits.
Between Blink, the Focus-speedbuff (remember unlike the passive movement speed you’re talking about, this one works for your friends!), the +9% movement speed while illusions are up trait, and the often overlooked Portal, I would argue we really just don’t need it.
For example, we’re the kings of jumping puzzles. Portal.
We’re also the undisputed masters of organizing defensive reinforcements into a sieged area (breaking through the siege), or making a flanking maneuver against the attackers. Portal.
We can speed up West/East keep takings substantially. Portal + Curtain.
We really aren’t bad off. True, we have no passive runspeed, but tbh I’d rather see the current signets improved than one of them scrapped for +10% runspeed.
We don’t have a unique starter pet?
Yeah, Staff Clones benefit from it a fair bit.
One thing to keep in mind though is that depending on your race, there’s probably a superior solo-elite to use.
For example as an Asura, I use either my D- or 7-Golem when solo, both do well if I bite off too much.
My GF as a Norn tends to run around with something like Become the Raven (for the mass-AE interrupting), although she can also use Rampage as One effectively to burst through overpulls.
Generally speaking though Time Warp does well when solo, too. Just not on Phantasms.
I like the idea of simply making the suit have a separate health pool, equal to the health pool of the summoning asura.
That way the damage you deal in the suit is still marginal due to how slow it is, but you get a fat bunch of extra HP.
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: Carighan.6758
I would very much dislike to get my already so/so PvE further nerfed (or my quite ok WvW nerfed) just because some people insist 5v5 should be more important.
Overall change which ends up nerfing sPvP while buffing PvE and leaving WvW alone? Fine.
Straight up nerf? Get out.
That’s nice that you watched videos and looked at people’s builds. Here’s an idea: Why don’t you try playing the classes that you’re going to complain about. You can even scale them up to 80, get free gear, and pvp with them with all skills unlocked. I find the amount of misinformation in this thread disturbing.
That’s sort of my current take on Rangers.
I hate getting ganked by them (plus they always seem to come in pairs or more :P ), but while I have my GF playing one (and also stomping people left and right and centre), I don’t really feel I can judge them well until I tried it myself.
I have to say, sending 2 is what I’d always do (independent of the target class).
Sending 1 is just risking defeat. Not worth it.
Elementalists are probably the weakest class for PvE and sPvP right now.
Everything an ele can do, the other classes can do better.
See, and now you lost me again.
If you want to cry, go to your class forum.
Haha.
I would say that we definitely don’t need buffs. Not even for PvE. I’m more than happy with our total power.
I would however argue we suffer from a combination of pretty much every mechanical or design problem in the game right now:
- Our trait-layout is a really bad mess, unlike most other classes (we’re not the only one suffering from this!) the lines don’t seem to have a clear goal, and even the one which does (Inspiration) lacks focus onto that goal. Neither do the trait-lines mesh well with their stats, a few things like Sharper Images excepted.
- Our skills are all over the place, a result of how late some were added/changed. Many classes have a very clear distinction into 5 “types” of skills, we in theory do (Mantra, Manipulation, Glamour, Signet, Illusions), but these types never really materialize outside of the Signets and maybe Mantras.
- Our comparable types of abilities (say, Mantras), suffer from a mix of bugs and power difference so great that they’re not really comparable any more. Mantras especially are all over the place, a result of how much they got juggled in the final days of beta.
- Our core class mechanic doesn’t integrate well with many of our skills, and isn’t really well-integrated into the lines either (some more or less prohibit use of it).
Each individual problem is a tiny thing. Together they’re… not annoying, I’m having a blast, but reason for concern is a better way to describe it.
We seem extremely unfinished.
Tell you what, take Moa away entirely, but gimme something Illusion-based in turn.
Summon 9 Clones or something (only 3 get used for each Shatter).
A single kill on a single target is hardly meaningless if that target is trying to kill you.
To fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy’s resistance without fighting.
(Sun Tzu, The Art of War)
The point is, you don’t win a fight by a single kill on one enemy every 3 minutes.
And again, how often would you have won without Moa or with a different Elite, making the whole comparison pointless?
You win a fight by not fighting fair. By never engaging where you might lose.
Moa is aggravating to the enemy due to it being so overpowering, but on a strategic level it is virtually unnoticeable.
For sPvP specifically, you attack points which you can run over in seconds, and you defend points which are only being heckled. You don’t fight on even ground. You don’t “engage”, you stomp, win, and abandon the point as soon as resistance shows up because it means there are easier targets.
This was one thing many players in WoW never understood, that playing merry-go-round with an enemy simply avoiding the direct conflict makes you lose, rage, and then most players apparently also never learn from it.
Smart enemies will not seek the conflict. They want to win, not score kills. Playing to win means focusing on what’s important, and most of the time players are prone to think kills are, making them easy prey for a simple strategy of evasion.
In WvW, likewise, why bind your zerg for 60 minutes defending a keep you just took. Leave a handful of defenders manning some artillery to drag it out, leave, and take a few more spots while the leaders are unable to yell their zerg down to abandon the current attack. If you’re really lucky they genuinely split up, THEN you return and crush the attackers, only to leave again when the second half tries to reinforce.
I think part of Moa’s rage-inducing nature is because there’s the prevalent thought that PvP in GW2 is about players fighting/killing players.
Eeeh. It does, Budg.
Although, it also applies it to the main target, yes. But also to surrounding foes.
And about the OP idea, I’d rather keep MI. It’s not quite as weak as people make it out to be, and if we had our stealth skills (we have a lot of them!) better sorted trait-wise, we’d be in a good spot with the Elite further supporting a stealth-heavy gameplay style.
Dude give it up, Moa is strong and sooner or later it will land even if you are the best player out there. There’s no animation telling you clearly that he’s casting it instead of something else, expecially when there are 3 other illusion around and you’r still trying to figure out where is the real one (even with the marker). Is it the best elite for tPvP? prolly not, but it sure is strong and makes 1v1 fights a joke.
Which is my point exactly.
It is strong for something meaningless which you should avoid in the first place.
It is strong when we are already having the upper hand (without it).
It is strong where it’s pointless, and inferior to the other two elites when it’s important.
I would argue Moa is too weak.
Yes it trolls other people’s elites, very much a source of giggles for a while, but as a way of improving my power… why? Why would I use this? I use it in PvE, where it can give a full 10s of regrouping against many targets, which are individually far more powerful than a PvP-target, so disabling the biggest one is a serious gain if a few people are on the ground already.
But in PvP? A single kill on a single target is so… meaningless, what’s the point of having something to secure it? Especially since it mostly excels in situations you either want to avoid or – better – have already won before using Moa?
If Moa were as strong in PvP as it is in PvE, then yes, we would have reason for complaints.
Actually it is, quite so.
I’m trying to win a round of sPvP here. Or a material gain in WvW.
Given the scale of that, I need to make sure that whatever I disable via Moa is an absolute key lynchpin which gets knocked down as a result of this.
I mean, compare our alternatives:
- Mass Invisibility is an – albeit brief – 1200 radius PBAE target lock break. This is quite big, even if people give it so little credit, due to the short CD. In a say, 50v50 standoff in WvW this easily makes you win, even though it’s difficult to see how it did. But just following it, every enemy has to find his target again, leading to a very uneven exchange of damage for a 10+ seconds time.
- Time Warp is an absolute beast in any small~medium standoff (including 1v1). It tilts the combat so massively in one’s favour that it’s absurd we’re even discussing Moa, I mean it. If any of our Elites is overpowered, it would be Time Warp, against which Moa is a drop in the bucket at best.
There are no situations I can think of – beyond making people rage on the forum :P – where I would consider Moa a better tool than TW, and in virtually all situations I’d give MI the upper hand, too.
So I can secure a 1v1 kill?
Three problems with that:
- Chances are I could kill you 1v1 just the same, unless you’re another Mesmer.
- You don’t fight fair. Only people who aren’t playing to win do that, and we’re playing to win, as implied by the goal of Moa apparently being to win the fight. Fighting fair is intentionally losing, on a strategic scope. You simply don’t fight fair, period. Meaning that if I were to engage you 1v1… I don’t. Simple as that. Unless you just came out of another fight retreating with 20% HP and all CDs blown, and you don’t see me coming up to you, then I might actually consider it. Because again, I’m not playing fair, I’m playing to win.
- And most importantly: So what? I secure 1 kill every 3 minutes, out of 50 kills every 3 minutes. Good work, now I showed them! :P
Correction:
There is one edge case. We could be running up to a defended spot in sPvP or a bridge or so in WvW, in a small team, against an enemy small team. Let’s say we’re in the losing position (meaning we have to fight fair, say, we’re being pursued by the zerg – in sPvP I’d argue you simply don’t attack the spot or you’re losing intentionally).
There might be situations, say, 3v3, where turning the fight into 3v2 for 10 seconds can be a substantial gain.
Even given that, I will argue that it’s extremely unlikely that this was a bigger gain than giving 2-3 people of my team Quickness for 10 seconds. Or even just a simple target break via MI.
There are cases were I would say Moa can cause serious damage to the enemy power. But not in a strategically important manner, given the duration and scope of the entire map conflict. And again, even then the damage caused by TW is always going to be higher, especially since TW cannot truly be cancelled by Moa itself outside of 1v1 (and we’re trying to fight only winning fights, so no 1v1 :P ).
(edited by Carighan.6758)
Difficult to say. Much more than individual abilities, size is a factor with us:
- Generally speaking, as a squishy, being small might be an advantage.
- However, for us specifically, Clones in Norn/Charr size are very good in enclosed spaces to make targetting impossible.
Beyond that I’d simply go by style. Thing is, the racials aren’t that strong, not even the human self-heal.
The unmitigated foolishness of asking for WvW to be balanced on what time of day you play.
in WvW
Posted by: Carighan.6758
By and large I’d agree that much of the current “whining” is overdone.
DAoC showed that RvR-combat, even with all the off-peak hours taking and all that, is very much self-balancing given equal player-counts on both sides (that’s however an issue the developer can only indirectly fix, see their comments on the matter).
There is one key difference between the two games and I feel this augments the problem:
In DAoC, taking a keep was a monstrous undertaking, and as a result, the game was played in a defensive way.
In GW2, taking a keep is very fast and easy, and can easily be ninjad before the defenders arrive with a handful of organized people leading your zerg and deploying the weapons. As a result, WvW is played in a very offensive way.
And that’s really the key difference. During off hours, you can basically take the entire map, upgraded guards or not.
I'm seeing a lot of sadness about Scepters. Here's a 101 on them if it's a weapon you've never really used.
in Mesmer
Posted by: Carighan.6758
Scepter’s main problem is how slow #1 is, and how sort the inter-skill gap is (it resets if you use another ability in between, which is ok if each individual animation is quick, but they ain’t).
Other than that it works for what it does. Confuse is an issue which is bigger than Scepter, so nothing which should be fixed Scepter side, and Clones are very spammable.
In fact, even before Dodge-clones you can out-do your shatter CDs (all 4 of them) with a Scepter-setup. You’d need Signet of Illusions to be able to bleed off your clones.
In other words, Scepter allows for builds without 20 Dueling which are Clone-dependent. Something not possible with the other weapons.
Some people, when confronted with a problem, use stealth.
Now they have two problems.
Sorry, but arguing that I can use Stealth to cast Moa is a bit redundant, for two reasons:
- Why is no one countering my stealth?
- What’s the point? If I am going to shoot both a Stealth and an Elite, that Elite better be Time Warp because otherwise I’m wasting 2 out of 9 CDs on my hotbar for a marginal gain.
I think you’re trying to compare the Mesmer you play to a class which you don’t really know much.
For example, you say Elementalists have so many more skills.
Do they really? They have 2x as many abilities in combat due to stance swapping (and mine you, they have very few weapons available to them compared to the other classes as a result, also compare Engineers and their Kits for the same system). But that’s only 10 extra, and they’re clearly split in 4×5 according to focus (making it easier to read what the Elementalist is doing right now).
That’s not a whole lot, considering this is their primary class mechanic.
In fact, one reason I didn’t roll an Elementalist is because without weapon swapping I felt they’re being shortchanged (after damage got nerfed per-release). Even non-Asuras.
Another problem you mention is supposed to be damage.
But then, the primary complaint of Elementalists is how pitiful their damage is. In fact, AbA only has 2 active Elementalists right now, after a bunch of them in beta. Reason always the same, made it to lvl15-30 or so, and decided the damage was too pitiful for such a glass cannon class.
Mind you, Elementalists are strong.
So are we.
I wouldn’t say one of the two is better, though I will say this:
- Elementalists are much better laid out. Their 30 utility skills are very clearly separated into types of abilities, 4 each. Their elites mesh well with their utility skills, extending from the pet / arcane power / summonable concepts.
- Their traits are again much better sorted, and their sorting actually makes sense. Each line focuses around the key aspect of a single stance, both using it to augment that stance further, and adding the beneficial effects to other, non-stance-related, abilities. A few classes have this (Necros, Rangers), while a few others (Engineers in part, but mostly us with our utter random chaos of traits) have basically no order at all to their traits.
- As a result of this, yes, we feel not done in many areas. It’s not that our individual mechanics don’t work well, or that we don’t have power, but it’s all an unsorted mess of stuff thrown together. It works, and it’s a ton of fun to play, but it could use a restructuring to make more sense. That’d also get rid of the excess entry barrier.
I’d argue that if you see a lone enemy (independent of class) in sPvP, and then you move in – alone – to engage (again, independent of class), then you’re making a tactical mistake already.
You are fighting a “fair” fight. One big mistake to make, you never want to fight fair. You need to have won the fight the moment it starts.
Sure, sometimes there are “special” situations. You get the jump on a retreating enemy with his CDs down, and you’re fully prepared. But then you have already won pretty much, so it’s not a fair fight. So all is well.
Anyhow, I can agree that when it comes to a 1v1 situations, we can be extremely strong. I’d push off rebalancing of this (or group combat, much more importantly) until our class mechanics and trait-mess is sorted, however. Especially the latter.
But again, complaining about 1v1 strength seems nearly pointless to me.
You don’t want to fight 1v1, assuming you want to win. I know many people will argue about this, but read the Art of War. The key to winning is to be certain of one’s victory before the fight starts.
Whether you achieve this by logistical, strategical or deceptive measures is irrelevant, but either way you want to make sure that when the fight starts, the enemy is the one fighting the impossible uphill battle.
This makes me wonder, if we Asuras do not hold much of personal privacy – and it seems we don’t – how does the resolution of conflicts or the establishing of relationships work.
This realization just made them a lot more alien.
The bottom line is there is no other ability in the game that shuts down an opponent for a full ten seconds. If the mesmer is worth his CO2 emissions he won’t let you run away.
Sure there isn’t, but compared to the lion share of other elites – even our own – that power is still… unremarkable.
Besides a player with 2k toughness will die just as fast to the zerg as a glass cannon.
The problem for most people in WvW – who end up having their team driven off – is that they think exactly this, and hence forego defensive stats.
The problem is, collectively (as a large group), you don’t lose due to each individual player going down in split-seconds to a coordinated 40+ people assist-train.
You go down due to the absurd amount of “fringe” damage flying out, softening everyone up. Every little bit this affects you less is more “wall-ness” your group as a whole exhibits, as you don’t fall back to gain range or distance. If too many of your group withdraw a few metres, the group as a whole gets pushed back as the remaining front ranks die in seconds.
Hence, defensive stats are extremely important in WvW. Not for your individual survival, true. And only you having them won’t make a difference, true. Everyone having more defensive stats is a pretty guaranteed upper hand in any major stand off.
Plus it makes attacking material easier since each player can stay in the arrow hail longer.
Pretty much a troll-ability, true.
It’s awesome when you use it on those people in sPvP who clearly focus entirely about their personal-only, “look at me I’m so l33t how I’m pwning these faces off” skills.
Moa them when they use them, wait 5 minutes, check forum for rage-/whine-post. Victory.
Against anyone using team-oriented builds (with sPvP and WvW both being nearly entirely group combat that’s the lion share of people who played 2+ times), it’s very little help.
In the right situation it can block a strategic use of an otherwise key ability, but too many abilities (Time Warp? Supply Drop? Fiery Greatsword even, with the one dropping onto the ground) are inherently resisted to Moa’s disabling nature, and in too many cases where it can disable someone in a good moment, he wasn’t the lynchpin of the fight and you still end up losing.
It’s not a bad ability, but it’s far from the greatness of Time Warp. And even MI often has better tactical (due to it’s rather short CD) applications.
I don’t really want my clones to always only attack my current target.
That’d mean dodging to create clones to run away while running through terrain becomes a serious hassle, as I’d always first have to turn around and target the mob.
And jumping puzzles are the easiest for us (of all classes) due to Portal.
5s would be ludicrous. It’d equate somewhere between 100%-150% extra character movement speed. Heh. I want that!
@Carighan: Although think that would be a step in the right direction it wouldn’t really solve the problem, but be more like additional icing on the non-existent cake.
There’d still be no traits or dedicated Signets for ooc-movement, and I don’t really like to depend on random boons for something other professions can do reliably. :/
If reliable runspeed increases are added to all classes, they might as well be added to no classes (and base runspeed increased).
I don’t see what you say as a solution. I would see adding passive runspeed to us as another symptom of an issue which needs a fix (too much access to runspeed for many classes, us excluded but sitll, issue is an issue).
It’s ok if Thieves get +25%, it’s very unique for them. Why does everyone else need 10%, again?
If world-size is an issue, they could just bump base speed and nerf all 10% runspeeds.
But I don’t want to end up having to waste a sigil just so I can keep up with people running away. That effectively makes for cold war, we all lose 1 utility slot for our runspeed sigils, and we all have to use them, since everyone else has them.
Not a good solution. Not a solution at all, tbh.
Funny how there’s still a mention about the Guardian full heal even though it’s impossible to get off now. Love it.
Ofc, but Moa can be cast, seeing how difficult it is to interrupt.
Biased, much?
I’m sorry, but making it a Polymorph (actually a weaker one, since the enemy controls the movement and it has a CD, Polymorph didn’t have one) would just make it pointless.
Why would I want to stand there so long casting something for a brief moment of the enemy not being able to attack? Further, think outside of the 1v1 sPvP Box for a moment: How would this last longer than 0,01s in the first place? Why would I use such an inferior long-CD interrupt then, I already have plenty interrupts?
Moa is balanced because it’s only strong with few enemies. Since the smallest format is 5v5, where it already loses a lot of comparative power to Time Warp, it’s problematic situation (1v1 / 2v1) is just not something the game supports.
In other words, this is a worry for when 1v1 Arenas are implemented. Right now you’re supposed to fight in a group.
I would really there is only one fix needed:
- Reactivate Signet of Inspiration outside combat. Nothing about it – or the way any other signet works – indicates this should not work outside combat for “balance reasons”.
- Disable the voice quips for this Signet’s buffs only, outside combat only. This alleviates the beta problem with it. Although tbh, between the voiceover “spam” and it just not working, I prefer the extra quips.
The rocket turret should be a smaller version of the beam guns used in Fort Trinity!
Yes please, then I can make textures bright pink so it’s obvious where players are or where stealth skills get used and such.
Edit: That is the very reason it’s not allowed.
I like the ideas by Nitrosol.
I would say we need to simplify the idea for Shatter, since such a long list wouldn’t work well, unless the shatter-effect is listed in the Phantasm’s tooltip.
The other three are an amazing idea, however. Especially Shuffle. For PvE I’d g ive it an increased chance that the enemy picks a clone instead of you.
Time Warps strength isn’t even that, it’s that it is AE + a combo field. So not only does your entire team act twice as fast (which rocks even more with interrupting abilities since now you’re so much faster than the person you’re interrupting), they also constantly cause Confusion or Chaos Armour.
Time Warp is just… so amazing.