Camelot Unchained is on Kickstarter.
http://www.kickstarter.com/projects/13861848/camelot-unchained?ref=live
Its incredible how everyone who doesnt see that TW isnt overpowered needs to learn to play.
By the way the people who claim its overpowered say exactly the same about the people claiming its fine.
It doesnt matter that it has 210 sec. cooldown if you only fight against the mesmer and his group every 4 minutes, nothing in the game increases dps anywhere near what this skill does.
I would like to see it removed and replaced with something else entirely just not sure what that should be.I comment from a WvW point of view, I dont sPvP at all.
No you need to learn to play the game time warp has soooo many ways to be countered and avoided
- here is a lesson for you kiddo ^^ dont go near a mesmer thats in time warp ??? )OMG was that so hard dang guys i totally countered time warp..
Dont call for nerfs or removing skills from the game just because you get ur kitten handed to in WvW or spvp all the same to me your fighting other players its pvp x.x
Learn to play learn to counter the skills. period point blank after getting my mesmer to 80 fully geared out ive learned alot about to class and how to counter it on my other toons aswell. altho now i main a mesmer. i can deal with another mesmer just as easily. even on my thief mesmer is a piece of cake. Fighting a mesmer is all about a clear mind watch his movements watch how the clones move ull notice that clones attack verry much so slower than the actually mesmer and dont tend to move unless you move away from the clone itself. and also the real mesmer will only be the one actually dodging attacks not sitting thier like a dumb rock. im sorry to tell you but if you get all hot headed and mad your going to loose the fight even against a bad mesmer. Thats just how it goes. Thats lesson number 2 for you too kiddo.
Learn the basics of the class and you wont have trouble with another mesmer again..
Sorry to say kiddo but sometimes running away is not an option, or at least an option that makes you lose the supply depot, dolyak or whatever else you were guarding.
So yes I might not die to the TW but I lose all the same.
I play a mesmer so dont think I dont know how to counter it, I use TW myself for the exact things I just mentioned and its super effective, Im sorry if you dont know how to use it effectively.
I get a decent amount, this is just a hunch though. I will have to start with a clean slate every day and see how many I get.
I feel fairly balanced atm, I win the majority of my 1 on 1 fights in WvW and I can impact the bigger zerg fights with my plague cloud, corrupt boon and ofcourse epidemic. I do fairly well in PvE but I will admit I kill slowly compared to most other classes but I can handle mobs that I cant handle on my thief (probably a skill issue, I have MUCH more played time on the necro).
This is for a conditionmancer though, every patch I respec and don my other suits of armor/weapons and try out the other builds I would like to play and every time I get disappointed.
Its a fantastic skill for WvW IMO. It fails rarely and tbh most times I think its because they evaded at just the right time but sometimes it just seems to be a random fail that I have no idea of why is happening.
It is probably bugged.
I dont care that the conditions are only on the enemy for 5-10 sec, I care about removing the boons from the opponent and turning stability into fear is the greatest feeling ever.
I agree with Voodoo Tina, my PvE experience isnt worse off now than when I started my mesmer about a month after release. I did retire the mesmer while the whole “1-2 sec. before I attack” phantasm deal was happening, that made it rough but now its pretty decent.
Its incredible how everyone who doesnt see that TW isnt overpowered needs to learn to play.
By the way the people who claim its overpowered say exactly the same about the people claiming its fine.
It doesnt matter that it has 210 sec. cooldown if you only fight against the mesmer and his group every 4 minutes, nothing in the game increases dps anywhere near what this skill does.
I would like to see it removed and replaced with something else entirely just not sure what that should be.
I comment from a WvW point of view, I dont sPvP at all.
Im sorry, if you’re seeing farts its because your brain wants to see farts. I see flames.
How about: 5 stat points per point spent? (every stat.)
That would be insanely powerful, easily the best trait line for any class in the game.
I agree that 0.1% burst is weak and could do with a change but preferably by someone who cares about game balance.
They could simply increase the % to something like 0.3% or even 0.5% per point spent.
Its a fine fix and something we all knew was gonna happen, so dont feel so violated.
WHAT!?
NOBODY thought a global CD was gonna happen! They don’t exist in this game for a reason. And it’s not a direct fix, anyway. It’s a band aid fix that nerfs another, valid tactic we use that didn’t even involve the bug/exploit.
Agreed, but we knew it was gonna be fixed. Its a temporary bandaid that will be removed again and lets be honest, 0.25 sec is such a short time that it really shouldnt affect your tactics (it definately doesnt affect mine.
My god what an overreaction. All they did was fixing a bug and changing an obviously overpowered trait.
I can not fathom how someone can whine over this, I just dont get it.They fixed the bug in the wrong way.
End of story.
Edit:
I don’t know why ANet buffed the might trait that way. I wonder if they confused the mechanic of boons “on shatter” with “every shattered illusion”, so they thought it would only grant a few stacks, rather than stacks per illusion. Shrug.
Either way it shows a lack of connection with the class mechanics to make such a basic error.
I think you are right, they fumbled so what should be “when player uses shatter ability” instead became “for each illusion shattered”. I always read it as such so I was surprised when I got 9 stacks of might.
About the bug fix, its a temporary measure, I assume (always dangerous) that it will be reverted when they have fixed the underlaying structure, they said as much themselves.
My god what an overreaction. All they did was fixing a bug and changing an obviously overpowered trait.
I can not fathom how someone can whine over this, I just dont get it.That overpowered trait is one of very, very few buffs the class has gotten since launch, and the /only/ buff that actually made a difference.
It’s very insulting for them to finally give us a break amongst all the nerfs to everything we do, only to then take it away a few weeks later, and then hurt us even more with a gcd.
We are not complaining because we think the profession is broken so much as because we’re kitten off about the dev’s attitude towards mesmers, and we’re sick of getting worse every patch.
I play a mesmer too so I know what its all about but I also play other classes so I have some perspective here. We have not suffered worse than most of the other classes, sure we dont get buffs, but when we got the might buff in the last patch I definately knew it wasnt meant to work that way.
15-18 stacks of might with hardly any work at all, without any real cooldown was obviously too much.
There is an OOOOOOLD story about a boy crying wolf. We all know it. If the mesmer community keeps crying FOUL! every time anything is changed/fixed/nerfed then the devs stop listening when something truly bad happens.
Reality checks and perspective guys.
Mesmer is fine and still one of the most powerful classes in the game.
Its a fine fix and something we all knew was gonna happen, so dont feel so violated.
My god what an overreaction. All they did was fixing a bug and changing an obviously overpowered trait.
I can not fathom how someone can whine over this, I just dont get it.
It works properly yes, there are some attacks that are not affected even though it seems like they should be though and there are some mobs that are too tall or too high up (could be the case of harpies) so their attacks happen outside the bubble even though it sometimes looks like it is fired from within.
It really is as powerful as the others make it out to be, it really needs to be nerfed. Dont get me wrong, I enjoy the stacks of might but its obvious that it is too much and was never meant to be 3 stacks per illusion shattered but 3 stacks in total.
Just because people claim they can avoid mug+bs doesnt mean its true, ofcourse neither does anything else that people write on forums.
If you anticipate the backstab (see the thief running towards you) and you have the right utility skills on your hotbar then yeah its L2P. If you do not see the thief or you simply dont have the utility skill ready/off cooldown then its definately not L2P, then it becomes almost impossible to avoid.
1v1 I land about half my mug-backstab combos (Im a fairly terrible thief, hopefully I get better) but in the big WvW fights or when my opponent dont see me coming its more like 90% of my mug-backstab combos that land, even without basilisk venom.
Personally I have never ever hit anywhere near as hard as NightyNight and Im in full berserkers (only weapons exotic though, rest are rare), ofcourse I dont do PvE with my thief.
In WvW I have hit for about 5,8k as my highest crit (that I noticed).
Mine hasnt changed.
This is an oooooooold bug, holding your breath hoping they fix it will just lead to asphyxiation.
@Celeras
If it was that easy, dont you think they would have done it by now ?
It is not that easy, in fact its not easy at all.
They went with the culling option at start, now they have to fight their way out of it again which is messy and takes a lot of time and hard work. There are no easy solutions.
It is not an issue about whether your computer can handle seeing enemies, it obviously can, your end has almost no bearing on the culling issue at all.
I can see the reason for culling when its zerg vs zerg but if culling is impacting my game when its 5 vs 5 or even 1 vs 1 then its poor programming.
Anet were too cheap to cash out for massive bandwidth and great servers thus they implemented culling which is a major pain the butt.
DAOC could do this 10 years ago, Anet can do this now but they chose not to.
TBH I would rather lag a little than I would run into 30 invisible people or having thieves get +2-3 seconds of free stealth.
Dropping target lock on dodge would be insane.
I really hope they never do this, that would be way too good. Im happy with the trait the way it is for my mesmer.
It doesnt work I dont think, I cant feel the difference at all.
It is 100% bad design.
As others have said, why were we able to play DAOC 10 years ago with hundreds of players on the screen and not have culling ?
Sure it was choppy for those without the newest engines but I would prefer that over invisible zergs stomping me.
And it wasnt choppy with 20 players on the screen but I still get culling with 20 people here so its really all Anets fault.
I have a mixed view on this “patch”.
On the one hand I experience culling A LOT more but they stay invisible for a shorter duration it seems.
So its an improvement when fighting solo thieves, its worse when fighting groups of enemies though.
(edited by Galrukh.6532)
I use scepter and focus and I love them, staff as secondary weapon. I wish I could switch out warhorn instead of the focus but that chill is just so good in WvW and the regeneration isnt bad either.
There is a danger in Dungeons of either not delivering your full potential (if there are several other condition damagers in the group) or over aggroeing (which can have its benefits) if you spread the conditions a lot.
if you are dying in WvW as a necro with glass cannon stats despite having spectral walk and plague form on your utility bar, you are bad, sorry. if i rarely die with 1k toughness and 20k hp why would i waste stats on more?
like i said only time i die is if we get completely overrun, in a 5v5 or 10v10 fight im last one alive if we are losing. Sure defensive spec’d mesmer or thief can survive longer by basically being able to run away, but they put zero pressure offensively in a wvw fight. Even glass cannon thieves and mesmers are a joke in WvW with the exception of picking off stragglers. In terms of making a dent in the overall scoreboards? worthless.
and necros aren’t thief or mesmer, if you do manage to survive a lot of times you will still get chased down by larger numbers, making that tough/vit stacking again, worthless. And again, if you are dying DURING the fight, youre bad. I mean seriously what are you dying to? You can clear conditions 3+ ways and any non-idiot can dodge out of burst. Only way you die is if you are positioned horribly or your entire team gets straight up rolled.
So if you were to fight against a team of 5 decent necros you would automatically lose as necros cant die unless they are bad players ?
Whether they do this or not I REALLY! wish they would make it so I could turn down the graphics of spell effects, its ridiculous in big keep fights.
It just needs to stack with the trait that gives us movement speed with daggers so with locus+2xdagger you would have 25% movement speed, fair enough to me since you have locked into 2 specific weapons+a signet + a trait.
IMO not really, if you want to go power builds you are better off going for the Knights set.
I have 20 in Spite atm, mostly for the +20% condition duration but also for the focus trait kitten I wish it worked for the #4 as well, stupid bugs). Im considering switching them out for something in either Blood magic or Soul Reaping.
What results do you guys have doing without the condition duration (I mainly WvW) ?
Im wearing classic condition gear with the nightmare runes (because Im too cheap to switch and they are fairly decent) so I already have +10%.
Horrible thought… maybe this is delibrate?
I’ve heard several times in recent weeks PvP’rs kittening that it’s unfair phantasms can attack them before they even render – perhaps the delay was intentional to telegraph the incoming attack in PvP
IOts already being telegraphed plenty if you watch the mesmer.
Looks like everyone has had the same results I got testing this.
Phantasmal healing
Still not fixed, doesn’t kick in til a good 10 seconds after the phantasm is spawned (Who’s phantasms live THAT long)Attack delay
Is now a class feature rather than a bug, no work around for it anymore. Now phantys die before they even get to attackBerzerker fixed
iZerker is reliably hitting targets multiple times during it’s whirlwind, this is good.So, like i predicted, we got a fix that broke more than it fixed, we got iZerker fixed but it came at a cost.
Phantasmal Healing works immediatly, if you’re close enough to it and the Berzerker damage isnt fixed, you’re just getting lucky (or the rest are getting unlucky). Its better though, I havent gotten any incidents where the izerker only hit the enemy once whereas I got plenty of those before.
(edited by Galrukh.6532)
I’ve just tested the Phantasmal Berserker after today’s patch:
1. Phantasmal Berserker’s damage is still not fixed. Its attacks damage are still inconsistent and no where close to the state it was before Nov 15th patch.
2. Phantasms and not only just Berserker now suffers a delay before they will initiate their first attack. Often times they’ll get destroyed or significantly damaged due to delayed Signet of Illusions not granting them health bonus before phantasms initiate their first attack.
The current state of Phantasms is even worse than before. At this point, I’m really feeling frustrated by this.
Mine does seem to hit the correct number of times, at least in PvE. Havent tested it out vs players yet. Its just the delay that totally ruins the skill.
I tested the Berserker against a stationary golem as well as a single targeted NPC enemy in WvW thoroughly. The result I got was that it’s still missing some of its attacks that’s causing its inconsistency. Since Berserker deals AoE, I confirmed the result again at HotM against a group of stationary Golems near DPS Trials Waypoint, and the figures from all of the targets that got hit by Berserker goes from as low as ~500 on crit to 1.9-2k on crit. Crit chance is at 58%, +Crit dmg is at 37 and Attack is at 2.7k. The damage output and inconsistency nature have not been corrected. Together with delayed responsive phantasms upon summoning introduced by today’s patch, this is a severe issue.
Yeah you’re right, guess I just got lucky on my initial testing. Now its as crappy as your results.
Will only take 3 weeks to fix like the last bug.
Going by their recent accomplishments in regards to fixing bugs, I feel pretty confident that after next “fix” the phantasms no longer attack enemies but instead they turn on us, now with new and improved damage and attack speed.
I can honestly say (after almost 15 years of playing mmo’s) that the bug fixing in this game is the worst I have ever seen. Ofcourse me playing a Mesmer AND a Necro doesnt really help.
I’ve just tested the Phantasmal Berserker after today’s patch:
1. Phantasmal Berserker’s damage is still not fixed. Its attacks damage are still inconsistent and no where close to the state it was before Nov 15th patch.
2. Phantasms and not only just Berserker now suffers a delay before they will initiate their first attack. Often times they’ll get destroyed or significantly damaged due to delayed Signet of Illusions not granting them health bonus before phantasms initiate their first attack.
The current state of Phantasms is even worse than before. At this point, I’m really feeling frustrated by this.
Mine does seem to hit the correct number of times, at least in PvE. Havent tested it out vs players yet. Its just the delay that totally ruins the skill.
Oh they “fixed” him alright.
He is now as neutered as any pet has ever been,
Yeah vengeful images doesnt help at all.
I can safely say that Anet AGAIN introduced a new bug when fixing an old one. My Izerker is dead before he does anything half the time and thats with the fury trait.
Thanks for nothing.
How do these things make it through the test ? or do they even test their patches I wonder.
I have never had a problem getting into groups for normal dungeons or fractals on my necro, well except that time they had 3 necros already
I can understand them asking for guardians, they really make everything easier IMO, thieves, mesmers or warriors I dont get though.
I dont enjoy traiting DS at all, if I had my way then Necro speciality would be something very different from DS.
Yeah because 10k crits on a ranged attack is fair and balanced….
I dont care if the enemy isnt in full exotics, anything that hits for 20K needs a MASSIVE nerf.
Warriors are durable, versatile and hit the hardest of any class in the game, luckily I can see them unlike the thief but that doesnt mean they are balanced whatsoever.
This last round of fixes were really a travesty, warriors didnt get balanced at all and thieves didnt get nerfed where it mattered (backstab +culling issue) but eles, engineers and rangers all got screwed pretty hard and lets not forget the most bugged class in the game not even getting simple fixes to its plethora of bugged skills/traits (necros).
The mesmer nerf was ok except they kittened up and introduced a new bug so that the berserker cant hit for kitten on its first run (and lets face it, thats how long they live).
Seriously Anet, hire some more people for this and start to do some sensible patches instead of this crap.
Yeah I went full clerics gear to test it out and the increase was so small that it was silly. We are literally talking like 10 points per tick and thats it.
I dont trait for it at all so for me its basically an extra health bar when I need to survive a focused assault.
If you trait and gear for it, DS can cause a lot of damage and do a bunch of nasty effects on people.
Well we are a cloth wearing class that has to get into melee to get dagger to hurt, that alone is worth it doing much damage. Thief dagger auto attack is not where the action is, and never was so dont compare the two, they dont have to spam that to do damage whereas necros do. The 2 skills fulfill entirely different roles, necros is main damage of their entire weapon/skill setup whereas for the thief its just something to do while you regenerate enough initiative to do another Heartseeker (or cloak and dagger).
Reading the other boards have made me come to this conclusion. Pretty much every class is unhappy with the recent patch because it nerfed them or didnt fix their bugs.
In the overall picture that probably means that everyone got a little closer to each other power wise and Anet did achieve some sort of balancing.
I personally feel that my necro is a bit more powerful, (even though Im unhappy that 95% of our bugs werent fixed) but thats because pretty much everyone else got a little nerfed including my GS mesmer.
Ofcourse, if Anet had done this by improving everyone (to varying degrees ofcourse) people would not have made as many angry posts.
I will salute Anet for balancing the game but I will not salute them for the way they did it.
Ofcourse the other servers gang up on the ones in the lead/with SMC. With 3 servers at full capacity its so hard defending SMC while also keeping your supply camps and towers safe.
If YB went for TC then TC could just back off SMC and YB would have no advantage but against FA its a whole other story because we have (had) to defend SMC.
Now that we lost SMC and look to be the lowest scorers for a little while I expect YB to start hitting TC.
If they dont, well then we can talk about conspiracy.
Well since they “fixed” it, it must have been a bug.
If I wanted conditions I’d have started with necro and STAYED in necro.
If you wanted glass cannon, why didn’t you go thief or warrior?
Because I wanted a ranged glass cannon, I thought the illusions were a cool idea and I love the utility.
Anet ruining a certain build is BS, there should be multiple ways of building a character, removing one of them is not a good idea.
Just because a nerf doesnt affect you personally, doesnt mean its a good idea.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.