Showing Posts For Crion.8465:
I wrote a suggestion almost exactly like this a while ago: https://forum-en.gw2archive.eu/forum/professions/mesmer/Confusion-in-PvE-1/first#post3128748
I’m glad I’m not the only one feeling confusion needs to be improved in PvE. :p
It just sucks being able to get +15 stacks of Confusion and then watch as the enemy just stands there or runs around like a headless chicken until most of the stack is gone, then attack.
I like the new Toxic NPC’s because they have faster skill use, if only all NPC’s were like that then confusion would be a lot more efficent. But I doubt Anet will change how every single NPC works just to make confusion better, would be easier just to change how it affects NPC’s by making it tick for damage like Torment does while keeping the damage on skill use as well.
When I first heard of GW2 I wanted to play Sylvari because.. plant people. But the animations and particularly the running animation really bugs me for some reason and I couldn’t stand it so I made a human mesmer because I’m a big fan of Venetian masquerade stuff.
I tried a Norn but .. never again. It’s just awful in every way. Norn are supposed to be big and tough but most faces looks like teenagers except one or two which looks like they were hit by an ugly stick. Then you get in game and see even more of how awful they are, the way they hold their arms, the way they stand, the way they run(speaking of males here, females seem pretty darn good.)
Then it’s the armour .. oh boy .. did not like it at all. I like a bit of bulky armour but on norn it just goes to the extreme with massive shoulderpads, massive gloves, massive everything and it just looks silly to me. A huge blob of muscles and metal. (Norn with robes looks even worse.). I did try to make the thinnest norn and it was marginally better but it still didnt sit right.
I really wanted to like Norn but the male body shapes and the way armour look on them is just too much of an annoyance for me.
I tried charr as well and they were pretty decent except for the running, not a fan of them running on all fours, and their starting areas are really dull compared to the others.
Tried Asura for about 5 minutes but I have a rule of never, ever, playing the tiny cute race that seems to be in every MMO these days.
So now all my characters are Human because they’re the most “neutral” ones, they have good animations, armour looks good on them and their starting zones are appealing.
That does look sweet, only problem being that except those few situations its completely useless and won’t hit anything because either the rocket hits something on its massive arc to the target area or the enemy has long since moved on before the rocket even lands.
If an enemy sees it coming they have about 6 seconds to react and move out of the way(and like I said above you can literally run to and a few steps beyond the target area before it lands at max range). In PvE it might have some use since NPC’s don’t tend to move around much if they’re in melee range, but used anywhere except in outside areas or places with a -very- high roof its useless because it hits things before ever reaching the target area.
A skill should be useable in PvP, WvW and PvE and not just specific situations in specific places imo.
If they just fix the arc and projectile speed then it would be good. Perhaps make the arc larger the further away you shoot, so at 600 range it would shoot straight out, at 1000 it would have a medium arc and at 1500 it would have the arc it has now, then at least it could be used in other situations than sieges. Or something.
Even better, if you fire it at max range and start running towards the spot you will actually get there before the rocket hits the ground. :p
Edit: That is if it hits the ground at all and not hitting any tree, building or random thing blocking the firing arc.
(edited by Crion.8465)
I love essence of luck, I really do.. but clicking through stacks of +50 essences several times per day gets tiresome.
How about adding an option in the right click menu called “Use All” which instantly uses up the entire stack?
Put in a 10 second cooldown on the 6th bonus. Issue solved.
Using the new gemstore stuff. Loving the green poisonous glow they have, although now I need to find a fitting headpiece to go with it.
Personally I’d love to see the Mesmer using Playing-Cards as weapons just like Gambit.
I’d be all over that. Playing cards as a weapon, hell yes.
Not sure where I read it but someone suggested making Confusion work like Torment. Confusion would deal damage constantly but deals double (or tripple?) the damage when the afflicted foe uses a skills. This would actually make Confusion a lot more useful in PvE. However, it might also lose some of its burst potential in PvP.
Was me. :p
Was a suggestion for how confusion would work in PvE, it would remain the same as it is now for PvP.
Basically it would do periodic damage per second depending on how many stacks of confusion there is as the target’s mind is slowly being driven to insanity, then when using a skill the target would take the total damage and a number of stacks would be removed. This would be useful for enemy NPC’s that don’t use attacks often so confusion would actually do damage.
But if Anet are adding new NPC’s that are using skills more frequently then there’s no need to change confusion to make it more viable in PvE.
Simply an asthetic effect change request.
When illusions die, either through shatter or killed, while traiting Confusing Combatants and Debilitating Dissipation, I assume it’s the same with Crippling Dissipation as well, they sort of explode, something that has been annoying me since it really doesn’t fit with the rest of mesmer spell effects.
Would fit better if they exploded with the a similar effect to the Prestige skill, purple fire, butterflies etc.
Anyone else feeling the same or am I too obsessed with details?
Those light ascended pants.. if that’s the actual set that will make it into the game then I’ll be ecstatic. That’s exactly the kind of leg armour I’ve been after.
Though that mask, disappointed, expected something fancier for ascended quality headpiece.
Or make it so its automatically looted if you get thrown out before looting. I’ve experienced more than once where the instance creator loots and instantly leaves before the rest have had a chance to open the chest.
I love the new light armour set, except for the mask, I really dislike the endless stream of eye covering masks. But the rest of the set is great, so great in fact that I actually changed my mesmer look after months of having the same look.
Now here’s hoping for some venetian style full face covering masks and some kind of jester outfit so I can mix and match into a perfect look. :p
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They did reduce confusion damage in pvp/wvw by 50% without it affecting pve though, if they could do that then they could do the same to affect pve but not pvp/wvw I reckon.
I posted this in the suggestion forum but figured I’d see what my fellow mesmers think: https://forum-en.gw2archive.eu/forum/game/suggestions/Confusion-in-PvE/first#post3126116
My main is a mesmer and I love confusion, it’s my favourite condition in the game and thanks to rune of perplexity I’m able to keep 5-15 stacks of confusion up nearly constantly.
But…
It feels so weak in PvE. I get +15 stacks of confusion up on a target and wait for that sweet huge confusion damage to pop only to see the enemy run around and/or charge up some attack and by the time it actually attacks half the stack has vanished.
So I had an idea to make confusion a bit more viable in PvE.
Confusion would act similar to Torment that it ticks for damage every second, more damage for each stack obviously. Say the target has 5 stacks of confusion with how it is now, if it would use a skill it would take 1000 damage. With the changed confusion the target would tick for 500 damage every second and take 1000 damage upon skill use but would lose stack(s) of confusion depending on the number of confusion applied, the more confusion stacked the more would be reduced on skill use.
If that makes any sense.
Current Confusion: 5 stacks = 1000 damage on skill use
New Confusion: 5 stacks = 500 damage ticks per second, 1000 damage on skill use and stack is reduced by X.
Completely hypothetical numbers of course.
Again this would be how it worked for PvE only, not PvP/WvW.
Good or bad idea?
This isn’t about pvp or wvw though, I’m suggesting a change to how it works against NPC’s, not players. :p
My main is a mesmer and I love confusion, it’s my favourite condition in the game and thanks to rune of perplexity I’m able to keep 5-15 stacks of confusion up nearly constantly.
But…
It feels so weak in PvE. I get +15 stacks of confusion up on a target and wait for that sweet huge confusion damage to pop only to see the enemy run around and/or charge up some attack and by the time it actually attacks half the stack has vanished.
So I had an idea to make confusion a bit more viable in PvE.
Confusion would act similar to Torment that it ticks for damage every second, more damage for each stack obviously. Say the target has 5 stacks of confusion with how it is now, if it would use a skill it would take 1000 damage. With the changed confusion the target would tick for 500 damage every second and take 1000 damage upon skill use but would lose stack(s) of confusion depending on the number of confusion applied, the more confusion stacked the more would be reduced on skill use.
If that makes any sense.
Current Confusion: 5 stacks = 1000 damage on skill use
New Confusion: 5 stacks = 500 damage ticks per second, 1000 damage on skill use and stack is reduced by X.
Completely hypothetical numbers of course.
Again this would be how it worked for PvE only, not PvP/WvW.
Good or bad idea?
Do want for my flamer engineer.
I love the FT, definitely my favourite kit even if other kits do more damage overall, none of them are as enjoyable to me as the FT. Permanent swiftness and vigor, permanent 10 stacks of might, AoE burning, AoE might and so much more.
But as has been said above, berserker is the way to go with the FT if you want more damage, there’s not enough conditions applied with it to make it viable imo.
And I agree with the above poster, I’ve run FT kit in dungeons dozens of times, no one has ever, EVER, complained about it.
I do think they need to improve the FT to make it competitive with other kits in some way, perhaps making it cause more damage the fewer targets that are hit with the basic attack. That way it would be usefull both for AoE and single target.
I don’t like it. At all. At max range it takes the rocket like 5 seconds to impact again, that is if I’m not inside where I won’t even be able to use it at max range since it’ll just hit the ceiling and explode(awesome design on that btw, anet.)
Are we expected to predict the enemy movement 5 seconds in the future and hope they’ll be there when the rocket finally lands? With a large increase in speed the rocket would be moderately better, it’s a rocket after all. Making it fire straight out from the character rather than into the air would make it pretty good.
Or making it fire straight out from the character from range 1-1000 and from 1000-1500 range it fires as it does now, straight up into the air like a mortar.
Just my opinion.
Edit: Just tried it in a dungeon, even from 600-1000 range the rocket is just too kitten slow, even a snail could outrun it. It’s horrible, just horrible. Even when predicting where the enemy would be they would still manage to move away before the rocket flew to the target area.
I can only imagine it’s utterly useless in WvW in it’s current state except maybe for bombing walls, but even then the enemy could see it coming and have enough time for a tea party before moving out of the way.
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Too many greatswords, not enough scepters.
I think its about time that Anet stops adding the same style of masks over and over. Maybe its time for some masks that actually cover the entire face instead of just the eyes since there are already a million of those.
This could have been a better halloween mask:
http://img.costumecraze.com/images/vendors/forum/64751-Exotic-Venetian-Witch-Mask-large.jpg
These types of masks needs to be made as well:
http://www.storevenetianmasks.com/public/catalogue/immaginiprodotti/10193_venetian-mask-joker-jolly_P7082782%20copia-0.jpg
http://www.funnymasks.org/images/murano_venetian_masks_500new.jpg
Seriously, enough with the eye covering masks, they’re so boring and plain.
This skin looks like a shotgun imo: http://wiki.guildwars2.com/wiki/Guild_Sharp_Shot
Or less of a sniper rifle at least. :p
Not sure if it’s been suggested yet in regards to legendaries and kits but…
How about kits gaining entirely new unique skins depending on which legendary you have equipped. Say you have The Predator, all kits would then have new legendary “skins” with the same kind of look and design as The Predator, that way Engineers can have a legendary look even with kits.
Just an idea.
Any EU server that isn’t bugged? As with many others this is the last vista I need for full 100% world completion..
Has probably been reported already but Phantasmal Haste doesn’t seem to be working.
Using Illusionists Celerity and Duelist’s Discipline brings the cooldown of Phantasmal Duelist down to about 12 ish seconds, adding Phantasmal Haste has no effect on the cooldown.
Skill 1
Double Shot:[½ second] Two quick shots at the target(Both pistols if two pistols are used).
Followed by
Aimed Shot:[½ second] An aimed shot at the target, causes 1 stack of Confusion for 1 second.Skill 2
Illusive Acrobatics:[10 second cooldown] Mirror Images effect. Jumps/rolls to the left or right summoning a clone that jumps/rolls in the opposite side. Clone causes 1 stack of confusion on attacks.Skill 3
Chaotic Barrage:[15 second cooldown] Phantasmal Duelist type attack using both pistols if two are used. Attacks target repeatedly causing 1 stack of cofusion with every attack.Just an idea for condition type weapon using mesmers favourite condition. :p
I like it, although having Confusion on every ability doesn’t strike me as overly feasible (not to mention overpowered).
As such I would personally suggest the #1 to be Bleeding instead of Confusion; kinda like a wink to the ‘Sharper Images’ trait. Being able to keep (even one stack of) Confusion up indefinitely wouldn’t work I’m afraid.
As for the #2 ability, that one sounds pretty neat. Kinda like having an extra dodge on demand.
But the clone applying Confusion wouldn’t work as clones in general don’t do anything besides acting like a distraction (unless you select traits). So I would suggest an Evade 1s upon initial activation during the dodge with the clone then proceeding to use ‘Double Shot’.
I would love to have ‘Chaotic Barrage’; but again, firing multiple times and thus applying multiple stacks of Confusion could be way too powerful. Straight up damage might be best in my humble opinion.
But I really like the potential workings of the abilities you thought up though…
Was just a very quick brainstorm of possible abilities, but having confusion on every attack.. one can dream. :p
Bleeding would probably work better on the first attack, you’re right.
I was thinking that the 2 skill would be kind of like Blurred Frenzy, giving a second of invulnerability or so along with the clone.
Straight up damage seem so boring though, I was thinking it would be something similar to the scepter 3 attack only with pistols. But then again having two skills that are essentially the same would be boring as well.
Skill 1
Double Shot:[½ second] Two quick shots at the target(Both pistols if two pistols are used).
Followed by
Aimed Shot:[½ second] An aimed shot at the target, causes 1 stack of Confusion for 1 second.
Skill 2
Illusive Acrobatics:[10 second cooldown] Mirror Images effect. Jumps/rolls to the left or right summoning a clone that jumps/rolls in the opposite side. Clone causes 1 stack of confusion on attacks.
Skill 3
Chaotic Barrage:[15 second cooldown] Phantasmal Duelist type attack using both pistols if two are used. Attacks target repeatedly causing 1 stack of cofusion with every attack.
Just an idea for condition type weapon using mesmers favourite condition. :p
(edited by Crion.8465)
Yes, do want! I was so disappointed when I found out Mesmers couldn’t use mainhand pistol.
If it ever happens then I have it as a goal to dual wield Quip so I can shoot flowers and ribbons at everything.
Main hand pistol, then dual wield Quip. Imagine it.
My necro. Haven’t played it for a while in favour for my Mesmer, started up again now and realised how much I missed it. Sure can take a beating compared to my mesmer!
I decided to get Immobulus for my mesmer so I checked the material requirements to craft it and my head exploded. 250 Giant Eyes. 250…
Melandru’s Gaze – 1 Giant Eye
Lidless Eye – 10 Giant Eye
Wall of the Mists – 30 Giant Eye
Immobulus – 250 Giant Eye … what?
Am I the only one that thinks this is insanely over the top and that it should be lowered to like 20-30 at most?
An idea could be to add a second attack to the axe auto attack. Speed up the first attack and add a second called “Reap” or something, giving a small black scythe effect on the axe, like with the staff but smaller, and this attack hits enemies in a cone infront of the necro with 600 range but can only hit max 4 enemies or something, possibly giving 1% life force per enemy hit.
A staff that causes small green spirits to swirl around the character and changes the staff attack from a hand into a ghost/spirit projective, when marks explode they release a bunch of swirling spirits. Basically something ghostly and otherworldly. Something that fits with the spectral effects that necros have.
Oh and also causing a subtle green “smoke” effect that kind of flows down from the knees and feet, and that lingers for a bit as the character moves.
I like those spectral stuff.
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How about…
Gluttony: Generate an additional 1% Life Force with all weapon attacks.
It would then add an additional 1% LF generation to skills that generate LF, but also add a 1% LF generation to any skills that don’t generate it.
Just an idea.
How about..
Mime Box
Traps your target in a mime box, rooting them in place and turning them invulnerable to all attacks for X seconds. If an ally of the target inflicts damage equal to 50% of the total health of the target then the mime box shatters and releases the target but also dealing X damage(or bleeding/confusion/daze/blind/stun/other) to all allies of the target within X range.
Just thinking out loud.. :P
Having the same problem as above. Unable to do anything as guild leader due to all guild permissions being greyes out, only thing possible is to edit ranks.
Server: Piken Square
Guild: The Harlequins
Tag: Mask
(edited by Crion.8465)
I tried Moa in PvE and it barely changed anything, the fight was still as tough. Then I figured I should try it against players so I tried it in WvW and the enemy team still won!
So I tried it in a dungeon it wasn’t even slightly effective.
.. wait, do we only want balance based off of one game mode? Oh ok.
:p
I’m not a level 67 mesmer and enjoying playing the class probably more than any other class I’ve played in any other games.
But after reading on the forum and playing in-game I had some thoughts on certain mesmer skills.
Winds of Chaos
I love this skill with the random conditions and the bounce but.. As most of you know when in events things usually progress rapidly. Mobs are taken down quickly so you have to zap them quickly to get in on the action, but the speed of the projective of this skill is just so agonizingly slow. Am I the only one feeling this way about it? I think it would be great if the projective speed on this would be improved so it both travels to the target quicker and bounces quicker.
Phase Retreat
I do love this skill as well, just poof gone and a clone stands in my place. But always the same. While it works in PvE, I found that it’s rather useless in PvP since nearly everyone knows by know that the one in front is the clone. Why not instead make it something similar to Mirror Images, that it randomly places the mesmer and the clone at two different places within a small certain area, possibly removing enemy target from the mesmer as well.
Blurred Frenzy
Just a quick question about this, why aren’t mesmers able to move while doing this one? A lot of the time when using this skill it just misses because the target took one step away.
Now illusions in general, they’re great when I’m out and about in the world, doing PvE by my lonesome but when I dive into a dungeon or do WvW my clones just die so fast I can’t even shatter them, even with signet of illusions. Why are they so fragile?
Illusions do no real damage as far as I know, why not do it so illusions have 50%, or even 100%, of the mesmers health so they can survive long enough to reach their shatter target.
Phantasams deal damage so they should be fragile to make it a fair tradeoff.
Another thought, mostly about the whole confusing other players in PvP, why not make the illusions randomly dodge and run around their targets to mimic player movement to make it a bit harder for players to find the real mesmer?
Just some short thoughts I had about it all.
Keep in mind I’m an average player, I’m no expert so keep that in mind if you want to rage at me for getting things wrong. :p
I’ve been using the beginner mask since I started my mesmer, I keep transmuting new head items to use the mask appearance since it’s the only fully face covering mask I’ve found, and I love venetian style masks.
I’m hoping we’ll see masks like this in the future:
http://venetianmasks.thetaworld.biz/images/N0900.jpg
One can hope.. :p
I’m pretty happy with the mesmer as it is, granted I’m only level 35 ish and haven’t played GW1 or much PvP, but still.
Although one thing I’d like to see, as was suggested earlier, is for mesmer fast attacks to generate clones like the scepter does. Since they die so easily(really easily..) we should be able to generate them on a constant basis.
Another thing could be something like adding two(?) spots on the right side of the action bars that phantoms would fill up, the original three spots would be for clones. Phantoms would still act as they do now and shatter when the enemy dies, but the shatter skills would only affect the clones. That way we wouldn’t have to sacrifice the phantoms that we rely on so much while still being able to use the shatter mechanic.
Just a quick idea.