That sounds different and I agree, no bad blood, I’ve probably also sounded a bit rude. As I said before, I don’t really care about PvP much (I’ve actually never joined a match), so I’m looking at my mesmer from a more isolated perspective. I’m also playing only that single class, but I feel for everybody else having similar or worse problems. I just see that instead of fixing bugs, new ones are introduced. As a PvE/WvW player, the clone targeting / bounce attack problems are probably also way more important to me than for a PvP player. And I don’t necessarily agree with what other mesmer players say, I would never say we’re in an unplayable state or underpowered. We aren’t. It’s just a mjaor annoyance.
(edited by Iruwen.3164)
Mesmer elites are arguably the strongest but they require coordination
Time warp was nerfed, Moa will be nerfed/broken, mass visibility is cool.
An achievement is an achievement because you have to achieve something. They made it so you don’t need all samples, so just skip it or try harder. Imo they should change the JPs so you actually have to complete them instead of being ported, but that’s just my personal opinion (as a mesmer).
Bloody footsteps would be cool. Would also go nicely with a cripple.
If it is actually not possible for them to simply add an option to disable right-click targeting, then I’m really curious what their engine’s code looks like. It must be a complete mess.
You’re simply repeating that over and over, and it doesn’t get more true or even reasonable because combat balancing and ooc runspeed still is completely unrelated.
PS: the word is "else".
Funny to read such statements when you’re actually doing the same. I could say now that your bugs aren’t either which I don’t. I wonder why you’re so aggressive. I actually feel sorry for necros specifically after Jonathan came to their forum to tell them the next release would be a bugfix release.
https://forum-en.gw2archive.eu/forum/pvp/pvp/The-state-of-Necromancer/page/3#post2062970
I guess we were all fooled. And please, don’t try to decide what ruins my experience for me, I’m well aware of that.
(edited by Iruwen.3164)
Its amazing that in the pvp forum we find QQing about how horrible mesmers are.
We aren’t horrible, we aren’t underpowered, we’re just broken like most other classes. We’ve taken this topic to this subforum because there are actual devs in here, unlike the class forums. Which you would have noticed if you had read the op.
just marginal bugs
I explicitly said they’re gamebreaking as well. Your reading comprehension is really lacking. Instead of coming here and starting an argument, you should better do what you already implied: start another list. Getting bugfixes is important for everybody, not just one class. And you wouldn’t see me say that there are other classes that have more severe problems than necros so they should get their fixes first.
That’s why I don’t come to the PvP forums often: people start an argument over almost everything.
Generally speaking, while some bugs may need time to fix because they’re complicated (I don’t even hope for leaps to ever be fixed, although they’re affecting two of five s/s skills), this is becoming an inacceptable situation where actually more new heavy bugs are introduced than fixed. Plus some balancing attempts are questionable, if not plain flawed.
Every profession needs bug fixes. Every profession are getting them more or less.
There are professions which are way worse when talking about bugs compared to mesmers.- Necro minions still watch the fight half the time instead of attacking and this bug has existed since release. Basically 4 utilities, a heal skill and an elite skill are pretty much worthless.
- Spiteful Talisman still doesn’t work in PvE and PvP.
- Necromancer’s downed health is still 1/3 of what it should be in PvE and WvW. Yes. 1/3.
- Your Moa Morph skill still kills all minions and put them on cooldown, despite the fact it was stated by devs that this behavior is unintended.Those are only from Necromancer I can recall at the moment. Plus, they are under-represented and unwanted in most situations and they are universally considered as weak, but this is another story.
Probably someone else can list some other game-breaking bugs other professions have.
Now, do you understand why people here say Mesmers are low priority at the moment?
So our gamebreaking bugs are of lower priority than your gamebreaking bugs. Well yeah, that’s clearly an unbiased statement. We didn’t say our bugs should be fixed quicker than yours, all bugs should be fixed, or at least the important ones (and definitely not the ones we usually find in the patchnotes) because otherwise balancing attempts are useless.
Probably someone else can list some other game-breaking bugs other professions have.
Yes, why don’t you start doing that for necros instead of complaining here? Are you afraid that our bugs could actually be fixed before yours? We didn’t come here to compare to other classes but to make a general statement about the state of the mesmer (you know, that’s why the topic is called "state of the mesmer").
I actually never have a problem with that except in huge WvW zergs. And that option would give you such a massive advantage in WvW that it just won’t happen.
People seem to mix up the needs for bugfixing and balancing. Every attempt they do at balancing now is pretty much worthless, because once they fix the bugs, they’ll have to start over. The most ridiculous things they have to fix now are
- bounce mechanic
- clone targeting
- iZerker
http://www.youtube.com/watch?v=6SYHmS93Ago
http://www.youtube.com/watch?v=0918gFXVht8
I don’t care about PvP much, but since they always seem to break things in favor of PvP instead of fixing them properly or simply splitting the changes between the game modes, it seems you have to comment in here as well if you don’t want your class to be broken in PvE/WvW.
Fix #2 so it doesn’t require a target and works like phase retreat. Basically, make it phase retreat. Remove the invisibility if you like, I don’t care.
To be more specific: it feels like ANet listens to the PvP players more, and although they already split the game modes, they’re usually hitting all modes with the nerf bat. Their track record on proper fixes is really poor. Say portal or confusion.
(edited by Iruwen.3164)
Since Anet won’t make effects simple, then I want to disable them so I can become a good player and fight skillfully.
Disabling effects doesn’t make you a better player. Keeping an overview of what’s happening no matter if there’s a lot of effects going on makes you a good player.
I actually like that idea as well. It would give you a permanent speed increase in combat as well though, not sure about that. I’m mainly asking for out of combat speed personally.
Bugs happen, nobody died, move along.
I’m not talking about gold, this was about real money. And if it was only 10c, it’s still real money. I never asked them to compensate for the gold I used to buy the rares or the time I spent on getting the other rares I salvaged that day. Absolutely no need to defend them. Anyway, they’ve taken the right step.
From what I remember, the NULL golem encounter makes zero sense without having read the blog post about Canach and Blingg?
Its reliability. Sometime it hit 3 times. Sometime 2. Sometime 1. For a skill that can cripple and bleed on hit, it make quite a lot of difference.
It’s a typical whirling attack, so it depends on position how many times it hits. It’s certainly not a bug.
It’s a bug because ANet already confirmed that it’s a bug and it worked differently before some patch (can’t remember, was it the LoS fix?) As is, auto attacking deals more damage in many cases.
An Anet official still hasn’t reply, so I would like to kindly ask again: Can people expect a compensation of any sort?
I contacted support, their first reply so far was that they won’t even refund the 300 gems I spent on the last stack of BLKs. That was a really minor thing to ask for that should be a given considering I paid real money for it. I’m really not impressed by that attitude towards customers. If something’s free and bugged, well bad luck. But that was a real money transaction.
(edited by Iruwen.3164)
I’d be fine with Signet of Inspiration only giving Aegis and Swiftness out of combat. Both last 10s and both are actually useful when out of combat.
I simply got the "Beaded" skins because they’re cheap rares and match my red/golden color mix quite well, e.g. http://dulfy.net/2012/11/07/gw2-greatsword-skin-gallery/#4
If you think you’re going to get 100% swiftness duration, on top of clones, stealth, and teleportation, you’re kidding yourself.
…which is completely unrelated and a really weak argument. Other classes have it on top of other abilities as well. It’s not a balancing issue. It would probably even improve balancing if the signet only and exclusively applied swiftness when out of combat, considering we already have good in combat mobility.
Signet of Inspiration gives swiftness more often then you think. Sometimes it even stacks swiftness two times in a row.
I’ve actually been running several minutes without getting swiftness at all yesterday. And when I do, I sometimes get it in the worst moments, e.g. right before a jump.
I see the element of randomness (say chaos) that’s inherent to our class, but signet of inspiration is actually just stupid, among other things that should be less random.
Maybe all the conspiracy theories in the past have been indeed true. Maybe we should apologize to the tinfoil hat wearers. Maybe we should consider that ANet is straight out lying to us.
As you guys see, we did identify and fix a bug. Thanks to everyone for your help identifying the issue and providing great data for me to start with in my research.
Cheers all,
good luck in the future.
What’s my compensation for wasting real money items?
Somebody willing to purchase some exos to see if there’s a difference between exos and rares? Don’t have that much gold right now
If this is bugged then I’m really going to rage because I wasted BLKs which I actually paid real money for. But let’s see.
Eh… nope. Not cool.
I’m getting the normal rate of ectos / no ectos when salvaging, but I actually never got more than one ecto per salvage today.
2. Illusionary Elasticity Bounce Logic- This most recent patch introduced a bug with IE where the character closest to our intended target received the bounce that used to go right to us.. This means that the GS can give clones 12 stacks of might which pretty much puts the nail in the coffin for that weapon… It won’t even go to a friendly player if they are closer or an enemy… This is detremintal because the GS does more damage the further we are… So in order for us to receive the might we have to be closer than our #2 Clone which spawns in melee range and then cut our AA damage to 1/3 or we have to facepalm while our clone gets an absolutely useless 12 stacks of might… Bounce priority needs to be Enemy>Casting Player (ME)>Friendly Player>Enemy… Clones should only get it if absolutely nothing else is in range. I used to be able to stand behind 3 staff clones at 600 range and receive all their winds of chaos bounces… Now they get all mine with iElasticity. when we said we wanted this trait to work with illusions that isn’t what we meant
That doesn’t even depend on Ilusionary Elasticity, it affects all bouncing attacks with or without that trait. Imagine something like this happens when you’re in a real fight:
It could be worse, yellow mobs for example. In WvW. Yay.
EDIT: #10 Deceptive evasion- In a previous patch ANET said that clones/pets/summons will no longer aggro on targets that have not agrroed on the master… This is not true for deceptive evasion for mesmers… And is very annoying for us.
Not only do they aggro yellow mobs, they also attack critters and die.
Considering they also go for their current target when shattering and not the player’s target, it gets even more ridiculous. Which would normally be fine, it they didn’t always attack the closest target, including non-hostile (yet) ones…
(edited by Iruwen.3164)
Something positive: I never fooled around with it that much before.
(edited by Iruwen.3164)
It would be an advantage if you turn it off for that reason, so everybody would turn it off, and that’s not how ANet wants people to play the game. Just like people turn down everything in shooters to see the enemy earlier.
Dunno what they’ve done to us, but man we really seem to hate those critters…
(edited by Iruwen.3164)
Thy said they’re working on a system that automatically makes the tooltips match the actual function of the skill, at least when it comes to raw numbers. But well, they say so much...
Come on… that’s stupid. Plus the clone even runs in the wrong direction when you’re shattering!
(edited by Iruwen.3164)
They probably made sure there’s a bug for sure, but just can’t quite figure out what it is and that’s why no new info.
Sounds familiar.
In fact, it would be easier to play, because now you can actually see the stuff that matters!
And that’s why it won’t happen.
Colors should be account bound to begin with, just like originally planned.
http://www.gamebreaker.tv/mmorpg/guild-wars-2-colorful-opinions/
But confusion was broken changed properly?
According to the wiki, Illusionary Riposte isn’t affected by Illusionists Celerity (bug). If it was fixed, we could change this.
http://wiki.guildwars2.com/wiki/Illusionary_Riposte
Somebody wanna start a new thread with a new compiled list of issues? I don’t really have an overview. Taldren hasn’t been online for two months. I also feel we’re getting more and more broken instead of fixed.
Changes to important things like salvage rates would be listed in the update notes if they have changed. If it’s not in the update notes, then no changes have been made by the development team.
So the massive change to bouncing skills which now target summons and even critters can be safely considered a bug? Otherwise, this is straight out a lie.
/e:
Hello everyone, I’ll look into this and get back to you.
Now that doesn’t sound so confident...
To clarify: This bug was an unintended change from enabling right-click to switch spectate targets. It only affects enemy players. Disabling right-click targeting across the game is a different change that I’m sure will be implemented given then player response.
That would actually be one of the first things I’d test in QA. Your testers should be trained to watch out for unwanted side effects specifically, they’re missing those quite often.
No, and if there is one using it would be illegal because it would be an advantage in zergs.
While the bugged targeting behavior is getting reverted in PvP, our stance on the issue is the same. A lot of us here have similar feelings; I hate losing my target and then warrior greatsword rushing off a cliff! Some features and polish just slip through the cracks and/or we don’t have enough developer time to address every concern. We appreciate all the feedback and I’m sure these issues will be addressed soon
:D
No seriously… more like :|
Whoever just said ItV has no viable counter can go home. Stability is currently everywhere in PvP/WvW.
The truth of the matter is that it only works so well on bads who are pewing from walls, or standing too near to the edge, or crybad thieves who are getting yanked out of shadow refuge. I have zero sympathy. Any real pvp teams would be saving ItV for pulling people off of stomping/ressing.
The point: if you were actually running with a co-ordinated team with even the most basic application of stability then ItV is nothing. Quite ironic since being inside shadow refuge with stability is the only save/stomp combo with almost non-present counters, but that’s fine, right?
Well said.
Interesting argument. So let’s remove range indicators for all skills and enjoy the learning curve.
You can tell that you’re wrong by the fact that this tactic isn’t widely used.
in that case the fair solution would be to give every class a long range AoE Pull
Yeah, just give every skill to every profession. Or better, just remove professions altogether. Make everybody play warriors, makes balancing way easier.
If they really think harvesting works like that, they’ll die of starvation if they ever have to do it themselves.
And the logging axe will use the same animation rotated by 90 degrees.