Showing Posts For LunarNacht.8913:

[Request] In light of the many reveal effects

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Posted by: LunarNacht.8913

LunarNacht.8913

We had them
S/P was meta long time ago
S/D was meta a year ago

I remember that. I enjoyed it. Far more than the guessing game, even tho I win more often than not.

[Request] In light of the many reveal effects

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Posted by: LunarNacht.8913

LunarNacht.8913

How about you request more options for none stealth builds instead? If you have to rely on stealth that much, you deserve to be punished against players that use counters. Learn to play without a mechanic that has no viable counterplay to this day.

so how do you kill ele ?

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Posted by: LunarNacht.8913

LunarNacht.8913

So any timeframe for those balance attempts or are we going to have 50% ele teams on a regular basis the next 6 months?

The problem with Taunt

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Posted by: LunarNacht.8913

LunarNacht.8913

People just need to adapt. It’s a fast stun followed by the pets F2 ability. Stunbreak and dodge or take the hit. After that try to abuse the pets pathing for the rest of the match. If you’re tanking the pet all the time anyway, you shouldn’t be suprised to be hit by its abilities and if you stay clear of it the taunt doesn’t affect you.

3min average queue they say ^^^^

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Posted by: LunarNacht.8913

LunarNacht.8913

Did you try turning it off and on again?

Rotations: A basic rule

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Posted by: LunarNacht.8913

LunarNacht.8913

*Unless you are in danger of going down doing it, try to keep your own points contested while fighting in their general area.

*High mobility and damage roamer should not waste too much time in 1v1 while a teamfight is going on. Rather use the moment of suprise to down someone in teamfights.

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: LunarNacht.8913

LunarNacht.8913

I’m gonna compare these events with the scarlet invasions. Rewards are not something I’m going into.

Scarlet’s Invasions consisted of more than one wave and while they were just different enemies it was enough to make them feel different. The current invasions get a little bit boring with always the same enemies and events. I don’t feel like we are progressing against the mordrem in these 30 minutes even though you created more different events which I feel are good.
One unrelated wish would be to have ballistas instead of catas where you need to press one button.

Burning vs Phantasms

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Posted by: LunarNacht.8913

LunarNacht.8913

I would prefer the mindless burnspam to be turned down. I see no problem when someone uses burning to remove clones and phantasm. The problem is when said person doesn’t need to think at all and be save.

Why do mesmer lack blast finishers?

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Posted by: LunarNacht.8913

LunarNacht.8913

Mesmer doesn’t need more blastfinishers. More leaps would be much more interesting.

But even than the weak fields should be made more interesting. Light is bad in almost all aspects. Ethereal needs longer duration combos to be anywhere close to the power of fire/water/smoke. Dark… blind on leap but lifesteal on projectil, wtf.

Ele is just able to use the strongest finishers in combination with the strongest fields. That’s one part of the problem that leads to it being the most important class in the game. No wonder Tempest isn’t fanfavorite, core ele has everything you would ever need easily accessable.

The directions seen in Reaper and Berserker seem good to me.

Ranks per Class, NOT Account

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Posted by: LunarNacht.8913

LunarNacht.8913

Afaik MMR is supposed to have a class-specific part, but if it’s working as intended or not…

I think this function was deactivated because people abused it to get matched up against easier opponents. They just switched to their mainclass after the game was created.

Not 100% sure about it.

Change Breathers Into Skins, Not Gear

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Posted by: LunarNacht.8913

LunarNacht.8913

Aquabreathers really shouldn’t have any stats and connection to our armor rating. Have them as skins for now, maybe with special effects. In the far, far, faaaar future with the UW expansion, add a new mechanic to it, for deep diving or something fancy like that.

To add to the generall UW mechanics. Let us use weapons on land with very much the same skills but give them a attackspeed debuff. This enables players that have never been in the water the ability to actually learn those skills, even if they aren’t the most effectiv. How many people know the UW skills of their mains? 10%? What about the UW skills of alt characters? 0,1%?

[Beta] Spear of Justice + Traits

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Posted by: LunarNacht.8913

LunarNacht.8913

Uhm, options?

It’s not like there is one ultimate way to play, with or without ever using virtues.

Shouts Are Bad

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Posted by: LunarNacht.8913

LunarNacht.8913

I think Suffer! needs a casttime reduction and much of it. It kinda serves as condiremoval but it’s nearly impossible to pull of when you actually need it.

Rise! seems to be a new tool for MM specs, I’m not sure if that will be a thing but if that’s the intention it seems okay. I could bomb half of the lords health in hotm when he killed 5 of them just with them exploding.

Suggestion - Putrid Minionbomber

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Posted by: LunarNacht.8913

LunarNacht.8913

Hey everyone.

Necromancer minions aren’t that appealing to me, but I really like the design of fleshworm. I tried to come up with some changes to the other skills but most of them weren’t that impressiv, like making the attacks aoe and targetable.

With Putrid Explosion I had a better idea, especially after the spec-patch. So here we go:
Simply put the active becomes a groundtargeted attack… maybe give the affected minion stability and superspeed to make sure the minion has a chance to reach the target but not neccessary.

But that’s only the lame part of it and may not even need to be touched.
The main idea is to let “Summon Bone Minion” switch to “Putrid Explosion” whenever we summoned a Bone Minion or a Jagged Horror from any source. This includes from the Lich skill, the Death Nova trait and, depending on the type of minion created by it, the new shout “Rise!”.

max number of explosions:
2 every ~20s from Bone Minions
1 every ~15s from DN trait
5 possibly twice ~ 180s from Lich
up to 5 every ~40s from “Rise!”

This would hopefully open up a spec similar to the old Minionbomber from GW1 and maybe improve the activ play of MM playstyles.

Map is not good for roamers/camp flippers

in WvW Desert Borderlands Stress Test

Posted by: LunarNacht.8913

LunarNacht.8913

I had no problem soloing camps and shrines. There’s a ton of stuff that roamers and havoc teams can do on this map.

^
Took a few camps and shrines. Not really harder. If anything no scouts that negate my attacks with blind makes it easier to aoe a camp in one go.

Blocking Walls

in WvW Desert Borderlands Stress Test

Posted by: LunarNacht.8913

LunarNacht.8913

From a short amount of time, I’m not entirely sure how those work. They are connected to the tower the are next to and intended to provide an obstacle for enemies and they work very well. Maybe too well.
In one scenario i was able to kill of 2 (probably normal) catas a group of ~8 people placed in 5-10 minutes and they got the wall only half down while I was often retreating inner. The wall was reinforced, the users may not have used masteries but I think blocking walls, that do not open up towers should may be get nerfed so even a small squad can take them down in a reasonable time. Maybe not get upgraded.

Please rethink the buffs

in WvW Desert Borderlands Stress Test

Posted by: LunarNacht.8913

LunarNacht.8913

Yes, those improvements are really unnecessary. The point should be to weaken the defenses of the keep defenders, not to empower attackers more.
Statboosts are boring. The passiv shrine keep defenses are great, shrine buffs are not.

Pls, take a look at Aions Artefacts.
You can flip them every few seconds if you want to but they have activ casts with a cooldown which can be interupted to trigger a short time effect like a single hit against every enemy in a corner of the map, a onetime shield for allies that will absorb like 5k damage and ends after ~1 minute, a 10s dot against enemies. Those things are strong enough to fight over but can be ignored if you want to tank the short effect.
Keeps have stat increasing artefacts but they do have a cooldown and are timelimited.

Please Post 7/28 Bug Reports HERE [merged]

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Posted by: LunarNacht.8913

LunarNacht.8913

Check your mailcarriers, if you had special ones.
Check if you have season 2 unlocked if you already had them.
Check your achievements and collections.

Check anything else if more is missing.

Please Post 7/28 Bug Reports HERE [merged]

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Posted by: LunarNacht.8913

LunarNacht.8913

When I logged in the game after the last patch I lost all kind of stuff. My collections and PvP rewardtracks were reseted to nothing. Mailcarriers are missing too.

Suggestion - Healing to Allies of WoB

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Posted by: LunarNacht.8913

LunarNacht.8913

At the moment I feel this skill is nearly never a good option because the healing applied to allies, the defining factor of this skill, is just not good enough. With ritual of life we get it once we rez someone and can double it up to gain a much more reasonable amount of healing.

That made me think, why not apply the relativ new tech of improved healing for allies on this skill?
For himself every other heal would still be better because it wouldn’t be buffed at all but if you want to go full healsupport this could become a good option.

What do you think? Should we add well of blood to our new empowered blood magic healing capabilities? What amount of increase would be good?

Ele Vs Mesemer

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Posted by: LunarNacht.8913

LunarNacht.8913

Ele, on the other hand, is the perfect profession. It has everything you could imagine in a single build.
Decent power damage, decent condi damage, might stack, stability stack, offensive boons (fury, reta), defensive boons (rege, protection), condi cleansing, passive healing, active healing though a lot of skills, soft CC (cripple, weakness, vulnerability), hard CC (, chill, stuns, knockdowns, launch), great mobility both in combat and ooc…

I think people are too caught up with their mesmer qq to remember this about eles. No other class in the game can do what an even decent ele player can do and that’s a fact. Also once you learn rotations ele isn’t the most difficult thing in the world, you just need to know what the other professions can do to you and react accordingly. I’ve seen 2 dd eles 2v4 on a point and do fine for like 2 minutes. A mesmer against good people can probably last a 1v2 for about 20 seconds. People still get confused by clones though since they’re bad I guess.

This. Mesmer got overtuned with the patch, yes. Most other regular toppicks got tuned down. All but one, Ele kept its status quo. In the end Mesmer and Ele are too strong for the current meta.

But don’t worry. Mesmer will be tuned down, like the last time it was a strong choice….

So why wasn't Ice Bow nerfed anyway?

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Posted by: LunarNacht.8913

LunarNacht.8913

Don’t worry, it will be “nerf incoming” soon for Bow 4. You just see. ANET hates Elementalist, they sure will nerf it soon or after HoT. /s

FTFY

Let’s be real. Ele is the chosen, always toptier profession in the game. Because of that so many people are playing it, Anet can’t even start balancing it without a big backlash.

Meanwhile Ranger, Necro and Engineer suffer in a corner.

Can we cut timewarp in half?

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Posted by: LunarNacht.8913

LunarNacht.8913

Sadly, I don’t see timewarp widely being used. The suggested change does not increase any duration on quickness or slow. It only spreads it out.

Personally, I like a 4+1s (otherwise known as kitten) field I can simply dodge out of more than the Moa everyone is running around with.

Can we cut timewarp in half?

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Posted by: LunarNacht.8913

LunarNacht.8913

Timewarp is a very useful skill. It certainly has huge influence on the battlefield while it lasts and it last very long.

That’s where IMO the problems begin. While it is very useful for the first 10s, it isn’t usable for 3 minutes afterwards. This in itself isn’t the worst part, but it creates an incentive to safe those important 10s of such a powerful skill until you really need it. Which can lead mesmer to not using it more than once in a pvp match and the same can be said for pve group situations, where you have to be careful not to blow timewarp on one boss if you reach the next one in under 2 minutes.

Cutting the cooldown as well as the duration in half would fix this and make timewarp much more usable without losing the usefulness. A slight increase would be achieved by 3s more resistance every 90s when traited which imo isn’t too crazy.

Just because I feel like we should have the comparison with another aoe quickness skill: http://wiki.guildwars2.com/wiki/%22Feel_My_Wrath!%22
Even if we ignore the cd reduction trait on shouts this skill has a much better quickness/cd rate than timewarp.

My feedback on Rev build mechanics

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Posted by: LunarNacht.8913

LunarNacht.8913

1. Nerf weapon effects into a homogenous state at baseline. This means make each weapon have a standard base damage and little or no condition application on its own. Make every weapon have roughly the same number of Control skills.

2. Take those nerfs and rework them into buffs through trait lines. Make Mallyx traits add conditions to weapon slot skills. Make Ventari traits add healing to weapon slots. This would have the effect of applying the legend you choose to any weapon. The difference in weapon would come from it’s attack animation speed and range. This would allow the Revenant to use any two legends without the weapon being useless to one legend. So for example, make a Mallyx trait add burning to weapon slot #2 regardless of weapon. Make a Ventari trait add healing to #3.

Really like the idea. The difference between having weaponskills be changed/improved by the traitlines instead of the activ legend like some suggested is that you can stack the effects of 3 different legends at the same time which could be really powerful. But it has to be because Invocations is already really important because of the many boni you get for switching legends.

For Shiro more damage would be the most basic bonus, other than that I think shadowsteps could be really cool.
Jalis could apply boons like resistance but that would be really close to Guardian. Instead it could add stuns, because hammerstun warrior!

Possible Ventari improvements

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Posted by: LunarNacht.8913

LunarNacht.8913

- That ****** tablet should follow you, or at least somehow take care of itself. Honestly, I think the tablet is a really cool idea but it basically prevents me from using any other skills! I kept thinking “Uh oh, have I gone too far from my tablet?” and basically spamming skill #6 instead of using weapon skills. Failing that, the tablet’s effective radius should be increased. Just… anything to make the experience less annoying.

I think this could be fixed by a combination of tweaks to casttime/range/cd.

[Video] HOW TO: Master of Corruption (MLG)

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Posted by: LunarNacht.8913

LunarNacht.8913

Does this build work in Ranked?

Patch Notes

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Posted by: LunarNacht.8913

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Why would they nerf chilling darkness?

CD reduction: Conditional vs Flat amount

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Posted by: LunarNacht.8913

LunarNacht.8913

I’m ok with not all traits being equally useful in all situations. Especially across game modes.

This.

As break bars/CC immunity (Warrior for a start) start appearing in PvP it might start becoming an issue there too.

Doesn’t change anything. Warrior is already the biggest pain to interrupt with all the stability. In fact, a breakbar would make stuns far more important if the interrupt effect of the breakbar is strong enough.

Trait - Rending Shatter

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Posted by: LunarNacht.8913

LunarNacht.8913

Trait in Question:
http://wiki.guildwars2.com/wiki/Rending_Shatter
Shatter skills inflict vulnerability on hit.

I would like to know if any of you is using this trait and if so, why and where?

In most scenarios we can already apply plenty vulnerability to foes with the minor traits in domination. Groups will have no problem reaching 25 stacks since many classes bring passiv vulnerability anyway and solo the 15% of Empowered Illsions is better.
The only option is maybe to have a high spike shatter but instead I could go with a F3 Shatter first and gain much more.

So, what are your thoughts on this?

What are PVP only players getting in HoT?

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Posted by: LunarNacht.8913

LunarNacht.8913

Yes Courtyard is new. Skyhammer was also released after launch. So yes we’ve got new maps ‘in years’. Unfortunately, they also removed Raid on Capricorn so, eh… It’s lookin like another Spec line and another set of skills for each profession as well as the new Revenant. I’m not sure how the new masteries (ie. access to new Legendaries, etc) will work put for non HoT accounts. I’m assuming there will be plenty of HoT specifics that even PvP/WvW only players will appreciate though.

To add to your list. Spiritwatch as well as Temple weren’t in at release too.

Teq, Triple Trouble, and Dungeons

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This is the main reason why I don’t even bother to do Tequatl or Wurm anymore. Though I know what to do, that does not necessarily mean the other 100 people on the map knows what to do.

Then as the OP loosely pointed out, I’d say most of the map of those 100 people are going to be “average gamers” who probably don’t even have the time to invest into a precise coordinated effort.

For me personally, why waste my time doing an event that has a good chance of failing when I can just go rake in the rewards in SW instead?

Yeah, pretty much. When the success is tied to many random strangers mostly doing the right job it can be frustrating. Vinewrath is a good example. It’s easy and sometimes people still die like flies… Challenging endgame content pls be raids… I had enough of this zergy stuff.

Ah OK so we get nerfed!

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Posted by: LunarNacht.8913

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The attached SS speaks for itself.

- Unlucky steal 2.5k (NP)
- C&D over 6k (OUCH!)
- into an over 11k BS

All that was near instant. Then came a 10k Heart Seeker at the end just to add insult to injury.

I’m so glad we got MtD nerfed! It was obviously OUT OF CONTROL!!!!

Did you dodge any skill?

Tell me how you dodge instant steal possibly out of stealth and backstab completly out of stealth? The only skill he could have dodge was CnD. Of course you can always do a lucky random dodge…

Mesmer is not as fun anymore.

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Posted by: LunarNacht.8913

LunarNacht.8913

I don’t get it. Mesmer for once is strong again. There are balance problems and I haven’t tried powershatter yet but interrupt seems mostly fine if you compare it to prepatch metabuilds for other classes (thief, guard, warrior). It’s still countered by stability unless you get lucky or the target doesn’t cover it.

But if you want to nerf something, remove every stealth skill from the game. Pls?

Btw @ Toxsa: Mesmer wasn’t in the PvE Meta for a long time outside from a few areas where reflect is strong.

Time Warp no innate cooldown?

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Posted by: LunarNacht.8913

LunarNacht.8913

I’d trade Time Warp for what Guardians got any day of the week.

What did the guardians get?

http://wiki.guildwars2.com/wiki/%22Feel_My_Wrath!%22

Time Warp no innate cooldown?

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LunarNacht.8913

I don’t know. I’m a little disappointed that guardians now have a objectively better timewarp than our original and our original got only slightly buffed.

Day/Night cycle vs Sandstorms.

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Posted by: LunarNacht.8913

LunarNacht.8913

While nights are indeed not any dark, I have to point at an important difference between the sandstorm and a dark night. Dark game areas don’t go well with real lights, like the sun or lamps in your room.

Why did you stop WvWing?

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Posted by: LunarNacht.8913

LunarNacht.8913

I didn’t stop completly but I had a long none-wvw break. I stopped because the Meta wasn’t developing anymore. The Meta still hasn’t developed further. No need for me to adapt to anything new. It seems that many player even lost some lessons of the past, like eles having a scepter to removing siege really fast without wasting a big CD.

People complain about the stability changes and how bad the removal of those boring buffs is. I can’t wait to see all the complains about new traits and skills and specs to be overpowered when the only problem is, that they are unable to adapt after 2 years with only slight changes.

Game crashing on start-up (patch 19/5/2015)

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Posted by: LunarNacht.8913

LunarNacht.8913

I’m in the same situation. Before the patch everything worked fine. Patch finished and the game crashs when loading the character selection.

Please remove the following

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Posted by: LunarNacht.8913

LunarNacht.8913

Do you want some salt, friend?

Ladies and Gentlemen: The Chronomancer

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Posted by: LunarNacht.8913

LunarNacht.8913

Hey guys. Did you already inform your servants about our new title as Gods of Time?

boon duration ascended.

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Posted by: LunarNacht.8913

LunarNacht.8913

Boon duration is taken away from traits with the specialisation changes. It may introduce new sets with boon duration.

Other than that, Nomads is the most defensive/support combination you can get at the moment.

Dear Robert, why clone death matters

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Posted by: LunarNacht.8913

LunarNacht.8913

I can see why they would want to get rid of the clone death traits due to wanting Mesmers to use their main mechanic more often and not rely on passive game play. I get it, and I somewhat agree even though the effectiveness of one of my favorite builds will die out.

The only issue I take with this is the fact that clones must be able to survive in order to do dmg. This includes phantasms and the path a clone must take when commanded to shatter. No class suffers more from AOE pressure than ours. AOE guts our dmg significantly, and this is a problem in pvp modes.

SUGGESTION
Keep out the offensive clone death traits. Combine Compounding Celerity & Vigorous Revelation for a new trait:
Vigorous Dissipation - Clones apply Vigor (2s) and Swiftness (3s) to nearby allies when they are killed. # of Targets – 5. Radius – 240.

Before, clone death traits would give you an incentive to actually let your clones die. I think going a bit more supportive instead of offensive would be more in line with their ideals and give players less of an incentive to let them die. At the same time, it does cover a major weakness to the Mesmer class by giving you more dodges and the ability to escape a sticky situation.

Afterwards, they can just add vigor onto all shatters with Bountiful Disillusionment, making it even more on par with the boon monsters it’s stealth/interrupt counterparts, PU & CI. Then, they can have another chance at making a more than decent Inspiration trait. How many more chances is it going to take, idk, but I’m willing to give them as many as they need…

Thoughts?

I like this idea. A trait that applies an defensive boon or a little healing on clone death? That sounds really interesting. Could work as another defensiv mechanic for support mesmer.

Pu-power Mesmer

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Posted by: LunarNacht.8913

LunarNacht.8913

The link you posted doesn’t have a x/x/6/x/x setup. Pretty sure you used the website wrong. You need to click buildcode and copy what’s created in the box.

You posted a build that is 6/4/4/0/0 with staff and sword+focus.

Confusion Dilemma

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Posted by: LunarNacht.8913

LunarNacht.8913

Well, the first number is the damage on action and one trait applies 2 stacks so it’s double. The second number is the damage that is delivered on the condition itself for the duration of it. ~25 damage/second for every stack.

All can change.

Necro Spec Notes & Feedback

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Posted by: LunarNacht.8913

LunarNacht.8913

A suggestions just from looking at blood magic:

  • Combine Bloodthirst and Vampiric Precision into a Grandmaster so Necromancer are able to take it with Quickening Thirst. I think it creates a more interesting choice to get into the battlefield yourself with daggers or to just let your wells tick for damage.
  • Put Unholy Martyr into Master Tier and create another condition related support trait for the Adept Tier. Maybe an aoe cleanse that heals the necro for every condition removed.

Specializations & Lockdown Mesmer

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LunarNacht.8913

After reading the blogpost my first thought involved an interrupted heal with 10s cd, while I autoattack with my might and quickness…

@Swish: We lose only 4 traits per traitline, some of them will just be combined others may just vanish. And I can see many that I would never use in the first place.

Mesmer damage is to low

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Sword #1 damage could be buffed. It is really weak and no incentive to stay in melee. To get a three hit combo to remove one boon is just nothing you would risk to take huge damage for. There’s also the option to just let the clones hit for the boon rip effect.

I’d like a trait (inspired by one of the revenant traits) to take less damage from enemies right next to you too. Range >130 ~175

Making melee mesmer a thing… would be awesome.

Mesmer, the least played profession?

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LunarNacht.8913

+ At release blurred frenzy enabled mesmers to stay in close combat while being part of our burst. Now it’s just part of our burst. I miss playing melee.
+ At this point stability hardcounters control builds (kinda). Those could become more important with the stability rework, but thieves and engies will profit from it just as much as mesmer.
+ Boon control is not very impressiv. While removal can open a window where the enemy is weakend, boons are often reapplied much faster than you can strip them and removal doesn’t cut into the baseline of a class. Aside from that, mesmer itself doesn’t offer many boons, most of them are bound to traits.

They would have to rebalance some classes if they made boon uptime take a hit from boon strip.

Classes like ele live and die by boon uptime, as do guardians. It’s not that they become weaker. Literally all their damage potential and survivability is sustained by the boons, without them they bring nothing and their group wouldn’t want to bring one over a warrior or thief or engineer.

I agree, especially on ele. To not break classes outright with stronger boon strip I would like to see new forms that are more specialized at the same time. Ranger and thief have skills and traits that remove poison or cripple. A skill that removes protection and stops protection application for a few seconds for example would be interesting.

Boon strip isn’t useless, but it doesn’t feel like it makes that much of a difference when a target has everything back a second later…

Mesmer, the least played profession?

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Posted by: LunarNacht.8913

LunarNacht.8913

+ At release blurred frenzy enabled mesmers to stay in close combat while being part of our burst. Now it’s just part of our burst. I miss playing melee.
+ At this point stability hardcounters control builds (kinda). Those could become more important with the stability rework, but thieves and engies will profit from it just as much as mesmer.
+ Boon control is not very impressiv. While removal can open a window where the enemy is weakend, boons are often reapplied much faster than you can strip them and removal doesn’t cut into the baseline of a class. Aside from that, mesmer itself doesn’t offer many boons, most of them are bound to traits.