Showing Posts For Carighan.6758:

Ventari's Teachings: Act with wisdom

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Posted by: Carighan.6758

Carighan.6758

I think the bigger problem is how Glint is more or less the automatic choice for second legend.

If I could viably have a DPS spec and just bring Ventari as my secondary, I’d love to go wild with spot-support at times. Maybe with Resonance (apparently) getting the door I might revisit that idea :S

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[LEAKED] Mesmer Elite spec MH axe

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Posted by: Carighan.6758

Carighan.6758

If it’s going to be a ranged power weapon, I sure hope they make it better than the abject failure that is necro axe…

It applies three stacks of Vulnerability!

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Balance Changes Upcoming

in Guild Wars 2 Discussion

Posted by: Carighan.6758

Carighan.6758

I’m waiting for the refund on my account in email. Thanks in advance!

Beer

Because you didn’t read the ToS, I suspect? Where it clearly says that the payment is for access to the game and the client, not for any specific details of the current state of the software so long as it is functionally working?

So unless they deleted your character together with all your character slots and you cannot make new ones, well, tough luck.

Also, this isn’t exactly weird or surprising for long-running online games .They sometimes upset their own balance. Often on purpose. what’s so bad about it, keeps things interesting and keeps you having stuff to do online.

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Anyone miss the old GW?

in Guild Wars 2 Discussion

Posted by: Carighan.6758

Carighan.6758

Not really. It had some cool aspects I’d love to see recycled, but overall it was a poor game experience, I remember I forgot a out it roughly 3 weeks after release.

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not so tin foil hat post about SoI changes

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Posted by: Carighan.6758

Carighan.6758

Yeah, Continuum Split in the way they implemented it is rather meh. And needlessly clunky to use.

Just make it “Your elite ability now has two charges”. There, captured the essence of it, and it’d be worlds easier to use.

Or you know, make it an actually cool ability instead of what it is right now. Make it record changes and up to X seconds later I can opt to return to the other timeline which erases everything which happened to me but also everything I’ve done. As far as that is possible ofc.

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Condi Mes requires trait swap due to SoI nerf

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Posted by: Carighan.6758

Carighan.6758

The technology just isn’t there…

Is it on the table, though?

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not so tin foil hat post about SoI changes

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Posted by: Carighan.6758

Carighan.6758

Making Quickness only 50% was weird to begin with, way before they broke it by making it a boon.

But then, boons in general are weird. Why isn’t Might a simple non-stacking “You do 35% more damage flat” and in turn rather rare to acquire? You could notice the graphics effect on someone, and react to that, you’d know that if handled it won’t come back that quickly. Better than those random “Do 20% more damage to enemies under 50% HP”, instead make it proc 15s of Might when you attack a low health target with a single target attack, if target dies the might is instantly removed. Bam, counterplay, easier to notice, concise effects.

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Weapon/util you'd like to change? (Skills)

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Posted by: Carighan.6758

Carighan.6758

Hrm, being at work I’ll write most actual ideas later, but what I’d like to change:

  • The entire Mantra category, functionally. I’d probably just rip them out in their current form, rip Signets out too, and re-implement the signets with a slow re-charge cast alike to Mantras. Merge the two skill types, kinda.
  • Illusion of Life, I’d like to expand this into a whole category of illusion skills giving huge temporary benefits for significant downsides afterwards.
  • Gravity Well, it just doesn’t fit well. We already have a CC elite and the other wells are supposed to mess with time somewhat, which ofc clashes with Time Warp. Maybe time to fold two skills here, accelerating friends and freezing enemies in time.
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Have mantras grant stability while channeling

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Posted by: Carighan.6758

Carighan.6758

Agree with both Fay and Azukas (oh wow… :P ).

Buff the skills, don’t make Mantras less clunky. I’d in fact go so far and argue that they could be better balanced if they were back to single use and just removing HM instead (which was the primary balance problem back then) because that way you can make the triggered skills “full power”.

But in general, stronger skills with a weakness is the way to go.

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Chronomancer Runes dead with new SoI?

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Posted by: Carighan.6758

Carighan.6758

I’m thinking use commanders to get to 40% duration, 30% from food and 30% from runes. This way you don’t require a rev.

In addition, without chronomancer runes you will likely only take one well, well of action.

Wouldn’t you also use 33% from the sigil? As in, axe the commander down?
And Well… hrm… I still like Well of Eternity for the extra healing and cleansing, in raid situations. Granted for damage a signet is better, but I guess it depends on the fight. Finally got to play a healer in a raid yesterday and noticed just how low healing requirements usually are >.<

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

I think one big problem is that some people keep arguing “yeah but we can do <number> damage!” while others say “we suck at damage”.

The two opinions are ofc both valid, and in fact, both are valid as observations, too. Comparing the majority of the game, our damage isn’t terrible. Unnecessarily complex to apply maybe, but that’s if anything part of the class (even though it’d be nice to be rewarded for doing it well then). But not outright bad.
Only problem is, giving that same person an Ele just does worlds more damage, and that’s the other side of it. Alright as the damage might be, outside of boon sharing we don’t really do anything others won’t do better. And without our weird combat mechanics, plus having loads more options as far as specs go.

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ideas around MH axe and Mirage trait line

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Posted by: Carighan.6758

Carighan.6758

Mirage makes me tentative hopeful that the design is very much based on being as elusive and slippery as possible. Difficult to hit, free to do damage because other cannot pressure you much.

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

Just no. If you want a boon controller build that’s fine, but at this point the class should not be redesigned to only be a viable boon controller. If it was going to take that role it should have happened before or very soon after the open betas of GW2.

Well we can’t all be Role:DPS, that’s clearly not working, and balance is just getting more and more finicky and instable. And I’d rather fix things when it hurts to fix than never fix them. Personally.

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

But what I actually wanted to show here is the dps you can deal as condi Mesmer with realistic buffs. It’s top dps against VG (green fields), Sabetha (ranged) and Matthias in general.

Yeah, I know. It’s not entirely useless, but still so far from a decent DPS slot…

And this is with a damage setup. Realistically it’s ~12k while playing boonshare. Fair enough since you’re speccing for that, but there’s little reason to bring more mesmers beyond the boonshare, just bring a DPS char instead.

Though personally? I’d rather want the devs to drop this outdated and frankly not-once-actually-working notion of wanting everyone to “play however they want”.

Just assign me the role of “Boon controller”. And rebuild my class around it. But properly, baking it into the class at all levels. Moving boons, removing, punishing, enhancing, multiplying, disabling, etc etc etc.

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Mesmer downed skill need tweak or rework

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Posted by: Carighan.6758

Carighan.6758

I think the one mechanical change it’d need as far as improving it goes is that it should try to move you to a safer spot. That is, never into AEs you weren’t already in when you casted it, other than if there is no other space available.

Alternatively, rework the downed back so that we can spawn targeted illusions and then swap with them with another skill, effectively giving a controllable version. Though that’d require a significant damage bump due to the loss of the phantasm, and that in turn would probably just lead to a lot of tears…

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Mesmer DPS Changes

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Posted by: Carighan.6758

Carighan.6758

Mesmer was doomed the moment we gained condition on shatter. It was the devs taking power and burst from us and forcing us to be the hated condition mesmer.

Eh, right. This is why condi mesmer is the common raid spec, not providing Quickness or anything. And why condi deals superior damage, much better than just bringing your Ele.

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Mesmer DPS Changes

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Posted by: Carighan.6758

Carighan.6758

I wish the devs would get past this outdated notion of wanting everyone to “play however they want”, properly declare roles, like “boon controller” for Mesmer, and then just set up the class and skills for that.

It’d allow for such crazy ideas such as balance or design.

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Mesmer downed skill need tweak or rework

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Posted by: Carighan.6758

Carighan.6758

And you’re trying to argue that downed state is valuable in PvE because…reasons?

Lets face it, if you get downed in PvE, you’re either bad or in a situation where your downed skills don’t matter because your team should be reviving you. Downed state only matters for PvP, and mesmer downed state 2 is absolute top tier for PvP.

I wish we had numbers for this. I have a slight suspicion that if you were to sum up the amount of times players get downed and up from downed state, PvE might show it’s rather important there.

Yes, it might be your opinion that it only matters for bad players. They should “gitgud”. Thing is, “you’re not capping your player skill yet” is not really an excuse to have skills with crappy mechanics. It’s alright to have skills with complex mechanics if you want some specifically to provide a higher skill ceiling.

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Mesmer downed skill need tweak or rework

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Posted by: Carighan.6758

Carighan.6758

Uh oh. Queue the PvP brigade, yes all 30 of them, who will tell you that it’s one of the best #2 skills because reasons.

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

How about I take my zerker staff ele and put fire 2 on auto attack and auto target then match it off against your whatever mesmer abomination you came up with. We can do a timed trial to see how many mobs we can kill in a minute.

I’ll even take off my accessories as a handicap. Chances are you crash and burn.

Ah, you’re right ofc, I explained it wrong.

The best course of action is ofc this:

1. Delete the Mesmer char.
2. Roll Ele. Best for all raid roles, too, including healing. Even though their on-target healing is slightly lower than Druid, their overall output is higher.
3. Enjoy the ez life.

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

Anyhow to be constructive about the whole open-world PvE thing, I’ve gone through a lot of Mesmer setups and because I tend to always spend most of my time between raids / wvw / whatever in open PvE just running around and doing events while chatting to people, here’s the setups I thought worked really really well:

  • Dom / Illusions / Chrono with heavy shatter focus and zerker gear. Kills this ridiculously fast, and the constant barrage of clones running in to blow themselves up means you will most of the time auto-rally. Also like all neat PvE specs includes Master of Fragmentation for that extra reflect and the cripple on F2 if you want to run away.
  • Insp / Illu / Chrono with heavy phantasm focus. Kinda annoying to play at first because phantasm-spec, but you spawn them fast enough so it’s not a big deal, especially with all the CD reductions and the free ones on dodge/block from Inspiration. The upside is that this spec cannot really get downed independent of how many mobs are streaming into a group of AFK players.
  • My current one, Chaos / Illusions / Chrono, because I figured if I already have pieces with +boonduration, I might as well be a boonslinger, too. Only the inspiration part with the spreading is kinda meh (for personal survival I prefer to equip Gravity Well, anyhow), so I picked Bountiful Disillusionment instead, coupled with might on shatter and all the extra clone/phantasms from Chrono leads to a lot of boons flying around. Pretty neat, and can still run past virtually anything.
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What was mesmer like on release?

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Posted by: Carighan.6758

Carighan.6758

But it wasnt the sort of spamfest kittenshow you have now

Come to think of it, that development (across the board, skills, boons, conditions, everything) is probably the biggest blunder as far as post-release development goes.

Especially because it’s virtually impossible to truly reverse by now.

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How are Mesmers supposed to keep up?

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Posted by: Carighan.6758

Carighan.6758

I never got passed the “How do I stay awake doing GW2 PvE” problem.

Same way you do with PvP: Turn it off and play something interesting instead?

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Thought Experiment: Phantasm Weapon Skills

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Posted by: Carighan.6758

Carighan.6758

Hrm, I would maybe go one step further.

Skill category: Phantasms
A phantasm skill projects forth an illusion to do your attacks for you. After the attack, the illusion will coalesce into a clone.

In essence, these skills would allow you to use weapon attacks which otherwise could be hindered. For example, a phantasmal berserker ideally is clicked and then you draw a line, so you can project the attack in a direction other than from your current one, unlike a warrior.
Likewise, these skills could all be used while CCed, after all it’s not you doing the attack.

However, other than that aspect they are just single attacks, not entirely unlike the actual attacks they are trying to mimic.

Ofc to not ruin shatter balance, you get a clone at the end.

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What was mesmer like on release?

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Posted by: Carighan.6758

Carighan.6758

Yes, old 210s CD +100% attackspeed TW. Plus back then TW was the only source of Quickness which had no downside attached.

Warriors, Rangers and Thieves (I think) could self-quickness, but each of them had a debuff they gave themselves, and it wasn’t a condition, it was a special debuff like “Lose all endurance and you cannot regenerate any for 6 seconds”. Engineers could gain a random of these effects plus its debuff via Elixir U.

Though to be fair, back then Quickness wasn’t a boon, IIRC. So no increasing duration.

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What was mesmer like on release?

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Posted by: Carighan.6758

Carighan.6758

I honestly preferred the old Time Warp. With all other Quickness sources being personal and having downsides attached to them, the old 100% TW was very strong, and felt like an actual Ultimate skill of sorts.

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ANET, please pick a direction

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Posted by: Carighan.6758

Carighan.6758

All adding roles does is constrain viability while doing nothing to affect the theoretical existence of optima. It is on this pretense I argue roles are a bad design feature; being barred from a party by playing out of the confines of the optima is not a flaw in game design associated with the roles or lack thereof but rather a flaw with the community likely caused by a flaw in another system elsewhere, such as what implicates the community to push for fast clear speeds (stale/unresponsive content, rewards scaling, etc.).

While I understand the underlying idea, it is IMO a bit utopian. It won’t really work out that way in any real game. Look through how many iterations WoW went, and every time they ended up reducing choices again to at least balance the 1 chosen spec per class.

It’s possible, but not very likely. Not if content is supposed to be non-trivial.

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ANET, please pick a direction

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Carighan.6758

I disagree. Roles reduce diversity in the end since there will be optima and people will not only get forced into builds but into builds within roles and vice versa. Typically speaking, diversity is a big boon for any given game, and was a major selling feature of this one.

And this is different than from what we had before how exactly?
There have been optimal builds to run just the same, only now some of these optimal builds happen to heal more than others. That’s literally it.

Diversity in MMORPGs is mostly a marketing thing, anyhow. Yes at lower levels of play you can “play however you want”, but you can do so just the same in a role-based game (what is inherently different about having 15 healing specs vs 15 damage specs, btw, ignoring that the healer will still have access to some damage specs anyhow?).
At higher levels of play, there is “doing the proven best thing” vs “intentionally gimping yourself”.

Yea, I don’t do math. Sadly my only experiences/data is based on being told “Oh, your a condi druid, we want heals or Your a Chrono but don’t tank, bye bye”
Again as I stated, these are my experiences and hopefully don’t reflect on raids as a whole. From what I have read most have great luck with not only their class but raids as well.

This is nothing new, btw. The very same existed since release and in every other MMO with player customization.
It just so happens that now your optimal spec is a healing spec, or a boon sharing spec, instead of always a damage-centric spec.

But even before that, if you bring inferior-damage-spec over optimal-damage-spec, well, you’re gimping yourself and by extension the party/raid.

Oh and another big change is that now we have content where it remotely matters whether you intentionally kitten yourself. Didn’t exist in the past so even if you played the worst possible damage setup (Condi PvE Mesmer comes to mind) then as you could still just AA everything down, overall few people would care. Now, bosses can wipe you, and HoT as a whole is more difficult as it is built around the idea that we’ve been here for 3+ years.
In turn, this means that now it might at times matter whether your setup fits the class you’re playing.

But, make no mistake, this “class role” and “optimal spec for class” existed just the same. Just there was nothing to measure it on, much.

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(edited by Carighan.6758)

ANET, please pick a direction

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Posted by: Carighan.6758

Carighan.6758

What you describe is not a “holy trinity”, but yes, they do have intended roles for classes now, at least in a high-end context.

Which isn’t a bad thing. Plenty players asked for this, and it makes balance considerations much more simple and hence makes for better boss-development.

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Staff skill #1 Burning duration

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Posted by: Carighan.6758

Carighan.6758

Honestly I’m still not sure changing it to stack intensity was a good choice. The game could benefit from conditions being more unique in themselves, allowing for more balance screws to turn.

Then again, given the “speed” of the balance team, those screws are all long rusted and unusable, so not like it’d make any difference. :s

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Is Taoblet OP?

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Posted by: Carighan.6758

Carighan.6758

Who is Tao? And why did he bleed?

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Mesmer reduced to boonshare/alacrity bot?

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Posted by: Carighan.6758

Carighan.6758

At least from a PvE perspective – yes, their role is mostly Support, but there’s nothing inherently wrong with that.

Exactly, I don’t see why this is all of a sudden a bad thing. Druids are quite clearly intended to be healers, with Chrono’s ability to manipulate cooldowns and double up on buffs/abilities, obviously boon-support was written all over it. :o

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Do you really feel like a CHRONOMANCER?

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Posted by: Carighan.6758

Carighan.6758

No, really not. But a problem I have with a lot of skills is that the game is too spammy and too “lightweight” as a result.

I wish my skills had more individual impact, Time Warp making people slow to a crawl animations and movement wise while they try to walk through it, visibly slowing down projectiles passing through, while my people moving through would be blurred from their raw speed.
Continuum split causing a giant clockface, from which cracks start spreading through the game’s graphics (painted onto the game world, not as an overlay) as the timer ticks down, culminating in “reality shattering”.

And so on.

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What was mesmer like on release?

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Posted by: Carighan.6758

Carighan.6758

Basically a lot like now only with more hopes and dreams for the class to become more trickster as balancing goes on.

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Elite Phantasm

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Posted by: Carighan.6758

Carighan.6758

Phantasmal Doubleelite skill
Summons a Phantasm to attack your target using your currently equipped skills and weapons. None of its attacks have any effect, but they do produce all spell effects and attack animations.Furthermore, this Phantasm is indistinguishable from you and will react to damage by dodging and strafing while attacking.
The Phantasm has increased health and toughness, and if destroyed via shattering will resummon a Disenchanter and a Defender with limited duration.
Cooldown: 45 seconds
Duration: Until destroyed
Phantasm’s health: 50% of your own
Phantasm’s armor: 100% of your own
Replacement duration (PvE): 45 seconds
Replacement duration (PvP/WvW): 10 seconds

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Mesmer elite spec idea - Gemini

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Posted by: Carighan.6758

Carighan.6758

Interesting concept. Maybe not kill off clones entirely but make it so that one slot is reserved for the super-phantasm?

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Fixing Shatter mesmer

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Posted by: Carighan.6758

Carighan.6758

@Xaylin, well agreed, but I don’t think smaller changes are going to help the class all that much.

But that being said, the idea of more single-shatter traits is cool. Especially if they’re not “boring”. That is to say, don’t just make my Mind Wrack more power-burst, my Cry of Frustration more condi, etc. Give me interesting options, say my Cry of Frustration leaves a debuff which interrupts the next interruptable skill the target uses (given the name). Etc.

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New skill, make enemy boons expire faster

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Posted by: Carighan.6758

Carighan.6758

What if it had 15s CD, but also no duration. You just tag someone with it and as long as you can stay within X range, it stays on, making their boons expire faster and yours last longer.

I’d go one step further maybe, and bring back a bit of the old elite-feel of GW1:

Arcane Theft – utility skill
Start draining magic off a targeted enemy, making their boons last 20% shorter while yours last 20% longer. Will refresh itself indefinitely as long as you stay within 900 range.
Duration: 1s

Temporal Theft – elite skill
Start draining time off a targeted enemy. Their boons will last 20% shorter and conditions on them will last 20% longer, meanwhile your boons will last 20% longer while conditions on you last 20% shorter. As long as you stay within 900 range, this continuously refreshed.
Duration: 1s

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Restorative Illusions

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Posted by: Carighan.6758

Carighan.6758

I still think grouping/choices are basically in their infancy, as most traits are still lacking design and purpose. Need those first.

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Fixing Shatter mesmer

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Posted by: Carighan.6758

Carighan.6758

Honestly there is one big thing needed to even attempt to “fix” shatter as a mechanic:
Remove the shatter-skills from the F-skill bar!

They make too little sense there.
For starters, they’re not generic. Something like Cry of Frustration has inherently little value to a power mesmer before talents (you can add cripple which gives it value). But likewise Mind Wrack is only useful to a condi mesmer because their shatters all add Torment and Confusion (don’t even get me started on how badly designed that is…).
But there’s another, bigger, problem in how the class bar has no value on its own. We cannot magically generate clones without using other skills, so our shatter skills are completely useless. The closest other classes get to this is the Warrior with their Adrenaline Skill, but even then all their moves generate adrenaline. So whatever they do, their F-bar works.

In conclusion: Shatter as a class-bar (not mechanic, bar) is just not sensible design.

What would I do?

  1. Move Shatter-skills off the class-bar, and onto weapon and (some) utility skills. These skills use up one illusion for a specific effect, like direct damage, stealth, conditions, etc. Lots of balance options, can have some of these skills require multiple illusions and use them up, but most should be a single one and low CD. Bread&butter skills.
  2. In turn, make the f-bar generate said illusions.
  3. F1 generates a single Clone, against a specific target. Low CD.
  4. F2 fills up with clones, on a longer CD.
  5. F3 generates a single Phantasm of the currently equipped mainhand weapon.
  6. F4 generates a single Phantasm using your current offhand weapon. If you have a 2H weapon equipped, it generates a modified Phantasmal Defender.
  7. Phantasms would need some rebalancing. For one, Disenchanter is gone, but as there are now utility shatters it’d be easy to keep the effect around.
  8. Further rebalancing needs: Shatter is now a skill type, but clone/illusion isn’t.
  9. Possible elite skill: For X seconds, generate 3 clones per second and reduce shatter skill CDs enough to be pseudo-spammable, effectively turning the Mesmer into a shatter-machine, but with the constantly spawning and breaking (from overflow) clones it’d be rather obvious to see.

Anyhow to sum it up, I really don’t feel comfortable trying to balance shatter while the underlying problem of how ill-fit the effects are for the class-bar isn’t resolved. I’d much prefer getting that done, first.

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Mesmer Trait Changes

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Posted by: Carighan.6758

Carighan.6758

I find most of these ideas so… well for lack of a better word, pedestrian. As I do with the original ones. Take Furious Interruptions, how is that interesting? How is that adding actual value to my gameplay, how is that making a difference? It isn’t, it’s a (minor) boost to damage, and just gives me effects already in the game.

How about this one instead?

Enraging Interruptions – Domination Grandmaster Trait
When you interrupt an enemy, that enemy gains a stack of Enraged. They will deal 5% more damage to you per stack, but also take 15% more damage from you, stacking. Lasts until combat ends, either of you gets downed, or you fail to deal any damage to that enemy for 8 seconds.
Maximum stacks: Unlimited
Duration: 8 seconds
Dealing damage refreshes duration
Interrupting increases effect

Side note: Hell, this would actually be really interesting in PvE boss fights, since it’d keep stacking, though you put yourself at more and more risk.

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Bring back rally on killing clones

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Carighan.6758

You chose… poorlyGrandmaster trait, Duelling
When an enemy kills one of your clones while downed, the clone will teleport to them and finish them immediately.

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Mesmer literally 1/6th dps of other classes

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Posted by: Carighan.6758

Carighan.6758

I’m still tripping right now. I mean I literally had 7k DPS 3 pages agoand the worst DPS….now I watch my class do 30k DPS but apparently realistically only 19.9k DPS, /eye roll. Either way we aren’t the worst DPS in the game anymore!!!! That title belongs to rangers!!!

GO TEAM MESMER!!!

p.s. /thread

So just to make this clear: Do we need serious DPS help in PvE now? Or not?

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Mesmer literally 1/6th dps of other classes

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Posted by: Carighan.6758

Carighan.6758

Now my personal stance is idc about pve dps, but mesmer needs no increases in pvp or wvw.

In damage, yes. Maybe. I mean in a PvP-setting there is a lot more going on than just the DPS-number you’re producing, type and speed of damage is important and all that.

But, and this is still my big problem with most classes:
If Mesmers are supposedly “strong” enough in layout X, shouldn’t we at least buff all skills (or even better, rework them entirely, most could be scrapped and replaced) not in that layout?

There are so many rubbish skills, it’s saddening. We all run around using the same few skills every time. Why? Because that’s what we’re balanced against.

And we don’t just have 55 skills of which around 30 are rubbish, we also have 540 possible trait combinations of which ~500 are useless. Then we have gear options, and stat options, and weapon choices.
I mean if I were part of the dev team, at some point I’d accept that ~95% of our character customization could be removed and it’d be a week before anyone would notice. Maybe it’s time to be more realistic about balance and design goals. -.-

I guess if I had to make a suggestion about it, it’d be this:

  • Remove the trait choices. Too many options with too many actual impact.
  • Each traitline gives 2-5 passive effects, according to the design goal of that traitline.
  • Remove most gear options. Again, too many options for too little gain. There should be viable gear choices, but it’s enough to have “Full power damage” and “full defense”, we can mix&match those, we don’t need hybrid stats directly. Just doubles up on existent functionality.
  • Re-work most utility skills. With so much cruft removed, focus the actual character customization into which skills you equip when. They should mostly be actual utility, not crucially important skills for the class as a whole. But in turn for having less options in total, make each actually powerful and make a difference. I’d rather have far less options if the ones I have are meaningful, instead of the ocean of mud we have right now.
  • Most important “baked in” character power unique to that class should come from weapon skills, and weapons should be highly specialized, “This is your ranged damage weapon”, “This is your group support offhand”, etc.

Anyhow, sorry to ramble off on a tangent. I find balance discussions in GW2 to be “weird”. We are so up about numbers and omg omg why do they get a buff they are so noob unskill lolz in PvP already?!, we completely forget that the underlying class design and implementation is still so unfinished, there’s much bigger things to be worried about.

The 6 month long waits for marginal balance patches with laughably small class changes, and inane revisions to skills no one uses in similarly absurd increments that leaves said skills still unusable (Shatterstone, fire scepter auto) while other skills in need of help get completely ignored.

This, too.
They are completely focused on the 15 skills and 20 traits which work, by now. And even then, they do so minimal changes. It’s no wonder balance isn’t getting any better if they don’t dare do sweeping changes, and those changes don’t come in 2-4 weeks intervals

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

(edited by Carighan.6758)

Chronomancer Buffs Across Board?

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Posted by: Carighan.6758

Carighan.6758

I think in most games, Levetty, the argument “the pro players say XYZ” has quite a lot of merit, given a narrow application scope.

For example, tier-lists used by pro players are generally not useful for the average player. They assume very high personal skill and a fully cohesive, trained and cooperative team in their estimations of relative worth, and those are all things we don’t have. Especially the first (compared to pro-players, we’re all utter scrubs at best playing to 10% of our potential, and that’s not even looking at the APM).

But some other things like specific issues with maps or overall game elements are usually if anything more pronounced at the highest level of play where relative ineptitude can no longer mask any real imbalance.

Hence, listening to pro players makes sense. In League of Legends. Or DotA. Or HotS.

Guild Wars 2 PvP however has two problems those games don’t have which prevent the “pro players” from being a useful input of information:

  • The playerbase for sPvP is, as far as we can tell, tiny. This naturally scales the pro scene accordingly, making it a grain of sand on the entire ocean floor. Their situation is so special that any random variance in the forming of their scene will have a serious impact for them (this for example explains the different meta-game).
  • Playing a minority game mode in a very complex and very design-confused game of a lot of diametrically opposed components, any input you do get from pro-players has to go through a lot of rather big filters to be sanded off for application in the other areas of the game, and/or through management to get internal funding for forking the parts affected. Given how tiny the affected playerbase is, this makes reasoning about the state of the entire class effectively impossible.
The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Chronomancer Buffs Across Board?

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Posted by: Carighan.6758

Carighan.6758

You have provided literally no evidence whatsoever to support your claims. All you have done is use ad hominem attacks, repeat yourself, and refuse to even listen to detailed and backed up arguments that go against your opinion all the while passing said opinion off as fact. Stop. This is getting ridiculous at this point and is borderline spam.

Pretty much this. Also, I think at this point it’s safe to report his repeated replies as flamebaiting, because frankly that’s what it is.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Mesmer literally 1/6th dps of other classes

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Posted by: Carighan.6758

Carighan.6758

Everyone in this thread knows by now, that Chrono deals a lot more than 7.8k dps, since they only showed the rota, right? I get the feeling that some people here still seem to misunderstand this a bit. The Chrono from qT had no buffs, it was only for rotation purposes.

You mean I do rubbish DPS instead of ignorable DPS? I feel so much better now.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Illusion of Life

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Posted by: Carighan.6758

Carighan.6758

Alternatively, make it so that the skill is used on dead players and gives them that illusion to control, with only the weapon skills, none of the right 5 ones.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Mesmer Changes

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Posted by: Carighan.6758

Carighan.6758

With Null Field I wish we’d move more towards what the class sounds like on a conceptual level. Say like this:

Null Field – 30s CD, 10s duration
Creates a field which temporarily suppresses all effects. The effects of all boons, conditions, control effects and non-boon buffs are temporarily suppressed while someone is inside the null field. The effects are not removed however.
In addition, area effects overlapping with Null Field cannot affect enemies or allies inside of it, and you cannot combo with fields overlapping Null Field if you are inside.
Allies affected: 5
Enemies affected: 5

Note: This isn’t quite super-resistance. Plus it also affects allies, and yes it also affects boons on allies and conditions on enemies. It just flat out suppresses things.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

mesmer love/hate

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Posted by: Carighan.6758

Carighan.6758

Could mesmers get a bit more love and less hate? i mean its not our fault you used your #5 attack on a clone…..

I actually wish clones were more useful. The class sounded like a trickster who is difficult to attack outside of showering the area they’re in with AE.

Sadly none of that ever came to pass.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.