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WP video for mirage is too misleading

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OriOri.8724

Yea, its kind of insulting that he insinuated that mesmer mains weren’t seeing these synergies immediately. The reason we haven’t discussed them though is because they don’t cover up a flawed design.

Focus: Godtier Weapon

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I mean, it’s fine I suppose. God-tier is certainly pushing things. Maybe if stability didn’t exist…

I mean, with deadeyes elite it wouldn’t surprise me if next expansion sees hard CC that ignores stability entirely, just hits right through it.

[Concern] Will Anet actually fix the Mirage?

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If its only a single shatter that shatters the mirrors then it doesn’t devalue them at all, since you could choose to shatter them or not. Plus, wouldn’t it be great if we could shatter them with an F5, and that would launch an ambush attack from the mirror at all targets close to it? It would really give us more battlefield control, since we could launch attacks on people we aren’t necessarily close to. It would also Mirage a lot more AoE, by being able to use ambushes from multiple mirrors at once potentially.

Season 1 Redux

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Even though I’d love to see LWS1 return, I know it isn’t going to happen. But I do think that some parts of it could make returns. The marionette fight for instance would be a good one to bring back. Its a single fight, so much easier to reimplement than then entirety of S1.

Battle on the breachmaker/defend lions arch/whatever that was called could make a neat fractal, and allow players who missed that content the ability to experience it. Again, much easier than reimplementing the entire season.

So on and so forth. Just the biggest parts coming back would be pretty great, the epic fights and what not.

Equalize Dragon Stand Lane Times

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It depends more on how competent the players are in each lane. I did a DS run yesterday where Mid had about 15 more people than both north and south, but north and south were constantly waiting on mid, because the playerrs in mid were new and weren’t outputting any DPS, so it took them forever to kill anything and progress through their lane.

If you ever find yourself waiting on a specific lane and don’t want to be waiting, hop on that lane and help. Chances are there either aren’t quite enough people, or the people in that lane don’t know what they are doing. Either way, you’ll suddenly no longer be waiting on any lane, as you’ll be in the lane that is finishing last.

[Suggestion] Idea: Solution to "trenchcoats"

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I’m not saying that they aren’t excuses, but its what ANet is standing by.

Best way to increase account value?

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The fastest and easiest way to increase your account value is by buying gems and then using them to buy account upgrades (more character slots, perm gathering tools, storage expanders, bank tab expansions etc…). But that isn’t necessarily a fun way to increase your account value, nor does it necessarily make the game more fun for you to play.

As for the “best” way to increase your value, there isn’t one. Just play the way you want to play. If that means you’ll be earning lots of money in teh game, then you can use that to further your account (eg by outfitting all charactes in full ascended, getting legendaries etc…). If that means you’ll be a more casual player then don’t expect your account value to rise too quickly, but as long as you are having fun it shouldn’t matter.

[Suggestion] Idea: Solution to "trenchcoats"

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I doubt it will happen. I think that this is more complicated to implement than we imagine. But even if it is dead simple, they stated with the leg armor release that they want to give each armor weight a distinct profile. And part of mediums profile is trenchcoats. So ANet wants medium armor to have trenchcoats for some reason :/

[Feedback] Axe and Ambush Skills

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Couldn’t you tell? Its role is to give us the DPS role we’ve been wanting forever /s

[Concern] Will Anet actually fix the Mirage?

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@Carighan – Mirrors need at least 12 second duration, which would be 300% what it is now. 8 seconds is still too low, but 12 seconds allows you time to plan out your next play before jumping in to get the mirror. They also need other fixes, but that’s in a different thread.

@Toeofdoom – I agree that it would be better to significantly buff the personal ambush attack. But it needs far more than the plain damage buff that carighan wants. They need to have their cast times reduced significantly, none of them should be more than 1/2 second cast. We need a slightly longer window to use them. Clones should be dealing the same as us assuming our personal ambush attacks aren’t buffed significantly. Remove the root on scepter. Then they would be in an ok spot, nothing spectacular, but not as kitten as they are right now.

Chrono Slow traits are underwhelming.

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Its not meant to replace chronophantasma (even though I really think that should go baseline and we should have a new GM trait for chrono), so much as to just round out our slow traits to make a slow build better. A slow build that can also generate a bit of quickness and alacrity for itself would have a lot of self synergy. If you look at my changes to lost time alone then yea, it doesn’t make much sense to do that. But when you look at all 3 traits together you now have a slow based build that:

  • takes less damage from slowed enemies
  • Deals more damage to slowed enemies
  • Has more crit chance against slowed enemies
  • can apply slow via interrupts
  • Applies slow via crit hits
  • And can generate a bit of self quickness and alacrity via traits

All together it makes for a slow build. Whether there is any need or use for a slow build is a different problem, but these changes together make a build non garbage. Plus, chronomancer is the time mage, I don’t really see a problem with 2 GM traits that can apply quickness in different amounts and via different means. Seize the moment will still have better quickness application, especially in shatter builds.

Which mount are you most excited for?

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The raptor is amazing, I love the style and look of it! But I still think that I will prefer the jackal because of the blink that it has.

Also the springer will make DT way more fun. Its currently one of my least favorite maps because I can never remember how to navigate it, but being able to just jump up those ledges on the mount will make it much better.

[Feedback] Axe and Ambush Skills

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It wouldn’t be as big of a problem if they didn’t take so long to cast. But an attack that takes 1sec+ to cast shouldn’t be reflectable.

We would like Marionette back

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Would love the chance to experience this fight.

Chrono Slow traits are underwhelming.

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If it has a reasonable ICD on the quickness application, say around 12 seconds, then you could only get 1/6 uptime on quickness via this trait, and that’s with 100% boon duration and hoping that you slow an enemy every 12 seconds exactly. That’s not going to turn the quickness rotation into auto attacking with a few wells, it will just make it easier to pull off. Even if the ICD on quickness and alacrity were 20 seconds, it would still provide a bit of a buffer, but not a very big one.

Chrono Slow traits are underwhelming.

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I don’t see a problem with having 100% uptime on slow if you dedicate your entire elite spec line towards buffing your slow capabilities. That seems rather fair actually, you’re building a slow bot. Why shouldn’t it be capable of 100% uptime on slow?

Is the game badly optimized/outdated?

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The game is optimized fairly well in my opinion. It has its problems sure, but what MMO doesn’t? Could it be improved? Yes, pretty massively in some cases. Will modifying the entire engine to use DX11 achieve this? No. Its been explained multiple times, though WAR refuses to even read those arguments, by the devs themselves that the graphics thread IS NOT the source of the bottleneck that causes performance problems in GW2.

Updating the engine might make the game run better, but it would be a massive task to rewrite the engine, one that I don’t think is worth the developers time. Since that would require not only rewriting the entire engine, but also rewritting large parts of the entire game itself to work with the new engine. We would spend a large amount of time with no new content in the game (think the content drought before/after HoT, but worse, because nothing would be in development to be released as soon as this was done), which ultimately would be detrimental to the game’s health.

Best way to update the engine is to have each major release (definitely expacs, maybe LWS episodes) ship with a part of the engine rewritten. It takes a while, but eventually a large part of the engine will have been updated.

What Else Is Coming?

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Maybe not coming with PoF necessarily, but we do know that the other legendary trinkets are on their way.

Notes from Cologne Meet & Greet

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Reassuring about the Gauntlet. Not sure why they couldn’t just say that earlier, but good to hear it’s on the “to do” list down the line.

I will never understand the evasiveness on underwater. They must have a stance on it.

Even though we knew it wasn;t coming with PoF, to hear it is still a kicker. I’m surprised this isn’t a top priority QoL feature. It’s just…..necessary at this point.

I am also very excited about the gauntlet and queens jubilee having a real chance at coming back, since I didn’t get to experience them the first time around.

I think the evasiveness on underwater combat is because they have a stance that they don’t think a lot of players will necessarily like. Think about how silent they were on mounts after HoT. They’ve been developing PoF for almost 2 years now, and have been quiet about mounts, because there was a ton of outcry against them. But the implementation was absolutely fantastic, and they knew that, so they went with it anyway. They might be doing something similar with underwater combat, coming in with a full overhaul. But since so many players abhor it so much (myself included), it would just kitten them off to hear that ANet is “wasting” development time fixing it (though I don’t agree with this. I’d love to see an underwater combat overhaul).

Chrono Slow traits are underwhelming.

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Here are my ideas for updating the slow related traits in the chrono line

  • Delayed Reactions – Added effect, enemies that are slowed deal 7% less damage to you
  • Danger Time – Reduce the bonus crit chance to 20%, added effect deal 10% more damage to enemies that are slowed
  • Lost Time – Number of critical hits required to trigger reduced to 3. Now applies 1 sec of Quickness and alacrity to allies in a 360 unit radius around you when you slow an enemy, with an appropriate ICD on the quickness/alacrity application.

The change to delayed reactions isn’t necessary, since we can already trait interrupts to do some pretty serious kitten. But it would be nice to have since mesmer relies so heavily on active defenses

Danger time is a pretty huge buff, but if IA was also buffed slightly (say by giving you more damage while under the effects of alacrity or something) then it shouldn’t be so powerful so as to be the best in every situation.

Lost time changes just makes it useful. As it is now though it just sucks. Requiring 5 critical hits just to slow an enemy? 3 is more than enough.

[Feedback] Axe and Ambush Skills

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GS Ambush should have built in Imagined Burden or similar functionality. Say 3 stacks of Might 5s for your Ambush, 1 Stack 3s for each clone with Infinite Horizon, and the same for Vuln on the main target. Then its a solid skill.

Eh it would still need something else. In organised content you should already have 25 stacks or close to it, so we would be back at an extremely low power skill. In unorganized content, mesmer’s damage is so low that a maximum of 6 stacks of might from this ambush after rather significant setup for a 3 clone attack is rather underwhelming.

GS is a power ranged weapon, just make this a pure power attack, no boons, no condis, just increase the damage and num targets, and cast time so its a decent cleave.

[Concern] Will Anet actually fix the Mirage?

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I think that an increased duration is the absolute base changes needed to just make mirrors not miserable. Ideally they would receive far more changes including, but not necessarily limited to:

  • Longer duration
  • Better effects when shattered
  • 3 major traits tied to mirrors. Turning them into a real mechanic we can trait to improve
  • An F5 tied to shattering all mirrors on the field
  • A constant AoE effect around them (even if its literally just pulsing weakness and their pathetic damage) until they are shattered

Economy with PoF now JS is gone?

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As long as they don’t pull any more BS like they did with leather at HoT launch (where they kittened with both the supply and demand massively at the same time) then the economy should be fine.

Hellfire Backpack

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Sadly not seeing this any time soon. At the current rate even the top 10 achievers will need at least 3 more expansions to get there.
For people like me who missed Season 1 it probably means never.

Luckily I recently crafted Warbringer and it looks superior to this

Yea, and looking at the Crystal Dessert achievements that we saw in the demo, PoF will ship with even fewer achievement points than HoT did.

People who missed LWS1 are royally screwed, because those achievements handed out huge rewards, and modern achievements are handing out 1 or 0 AP even for putting actual effort into obtaining them.

What exactly is wrong with the base mesmer?

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Chill should definitely affect initiative and energy regen as well. Its just downright stupid that some classes are able to just ignore some mechanics in this game because of how their class functions.

The inverse of this is that Alacrity should affect Initiative and Energy Regen.

I completely agree! If chill affects it then so should alacrity. And chill should affect initiative at the very least. Its just balance.

[Concern] Will Anet actually fix the Mirage?

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That depends entirely on your subjective view of the state that Mirage is in, and keeping expectations realistic.

The “Mirage is junk and needs to be completely re-designed” crowd will almost certainly be disappointed and to them Mirage will likely never be a play-style they enjoy.

If you are more in the camp of “I like the basics of Mirage, but it needs many adjustments and tuning to values of skills, traits, and utilities” then I am almost certain you will see a LOT of that before it is released.

I happen to be in the latter camp. I think Mirage was pretty cool already, but yeah lacking some synergies, a bit clunky in feel here and there, but nothing that can’t be fixed with tuning.

I’m in the latter camp. The mirage has a cool theme, but it lacks cohesion and the implementation is very poor in my opinion. Mirrors need a lot of work before they will be a useful AND fun mechanic, I’m worried that they will be left mostly alone and will be relegated to either useful or fun though. Ambush attacks need rebalancing, and a lot of traits need to be looked at. And that isn’t even mentioning the deception skills.

What exactly is wrong with the base mesmer?

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Chill should definitely affect initiative and energy regen as well. Its just downright stupid that some classes are able to just ignore some mechanics in this game because of how their class functions.

Non Shatter Phantasms

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Just move phantasmal force to be baseline, then change it to be an effect on the mesmer himself that is automatically shared with all illusions. Then change it so that obtaining might increases it by 1 stack, and shattering increases it by 5 stacks per illusion shattered.

Easy way to allow mesmers to shatter their phantasms without having as big of a drawback, as they could summon phantasms back at full strength in no time.

What exactly is wrong with the base mesmer?

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I had a similar thought to removing initiative, but it was to increase the initiative cost to 16 for 10 seconds. It makes it impossible to use the skill, giving the desired effect, but I have no idea how easy that would be to implement. Thieves as a whole need to be looked at. The initiative idea with 0 CD on their weapon skills is a neat concept, but is implemented horribly. I like the idea of buffing a few skills but adding small CDs to them.

Suggestions wanted: fractal currency sinks

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Requiring journal pages as a way to limit clover acquisition is a better idea than just having a strict daily time gate. I support that. One potential downside is that a few people may have hoarded journal pages for whatever reason and can just buy a ton of clovers up front, but since they have very limited use and are account bound I don’t personally see that as a problem.

I’d also like to say that I would much prefer to get clovers added instead of coins. Adding clovers would lower the demand for coins partially, and still go a long way towards making it easier to craft a legendary.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Overall – Too much spam and powercreep, and stop with the countering counters kitten (full counter, deadeye being able to remove revealed and go back into stealth in a single skill etc…). Just tone it down, and then you can tone down the ridiculous boon hate that some of these new specs have.

Mirage – Seriously, you need to go through and read every single mirage feedback thread in the mesmer forums and on Reddit. There are tons of problems with the spec at a fundamental design level. It could be made workable with simple number tweaks, but really it needs to be redesigned. At the very least mirrors need to be improved vastly.

WP video for mirage is too misleading

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This was the guy who during Mirages reveal said a 600 damage unload ability that costs endurance was OP. Not sure what you expected.

Yea. And you brought something else up. A lot of the people that are talking about how powerful ambush skills are (even though they are clearly balanced around having 3 illusions (and some of them are even weak at that), yet its almost impossible to get 3 clones out on a competitive battlefield in the first place) completely neglect that we are giving up a dodge to use them in most situations. Dodging is one of the strongest defensive abilities in the game. To be forced to give one up to get a mediocre attack is not good.

Unless we are given endurance regen similar to what DD got, most of our ambush skills are severely underpowered when we have 2 or fewer clones out.

What exactly is wrong with the base mesmer?

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Power Block really needs to be updated to work on skills that have an initiative cost as well.

unlikely , Power block was causing many problems from pve to pvp .i think anet has trouble to code it work on thief weapon skill and rev skills without kittening up everyones AA and pve mob attacks.

and i agree phant should be changed into utility like shield 4

I said it needs to be updated, not that it would be easy. But I do think they can do it, considering the massive tech they’ve been building to get gliding, mounts and these new elite spec mechanics into the game. But it really should work on thief weapon skills, there’s no good reason why thieves, and thieves alone, should be immune from the increased CD from that trait. None.

What exactly is wrong with the base mesmer?

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Just to point out about the interrupt aspect and punishment for using skills.

Interrupts are there and mesmer is rewarded (or can potentially be rewarded) for it pretty well, power block is a fantastic skill so was mistrust and chaotic interruption. The 2 big problems with them is they’re all in separate lines so you can’t really go all in on interrupts.

The 2nd issue is that cast times have gone down and down, even more so with HoT so the time to interrupt is now 1/4-1/2s which you need extremely good reaction times to do successfully especially when some interrupts have a 1/4s cast themselves. In GW1 cast times were anything from 1-3s sometimes more giving much more leeway and mesmer had fast casting. Then there’s the classes with everything either being instant cast or unpunishable like thief. There’s a reason many run withdraw and bound in WvW and channel vigor says 3/4 cast but it’s closer to 1/2 as the animation only starts 1/4s in. Most other utilities as instant cast so you can’t really punish it.

As for punishing using skills, that’s what confusion was for but that’s fallen by the wayside.

Power Block really needs to be updated to work on skills that have an initiative cost as well.

Just to reiterate what others have said though, mesmer suffers from a lack of overall design. Our class mechanic works against itself to be mediocre at both sustained damage and burst damage, but we actually have to pick one or the other, unlike other classes. Phantasms and their interaction with shatters needs to be reworked.

One of the easiest ways to do this would be to change phantasmal force to be an effect on the mesmer himself that is increased when we use a shatter, and its automatically shared with all phantasms on the field. This way we can shatter for a burst, but then our phantasms are back at full phantasmal force the second they are resummoned.

WP video for mirage is too misleading

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WP is not a mesmer main, what else is there to say? I like his positivity about the class, but he just doesn’t really know what he is talking about with most of it.

The spec is too gimmicky, mirrors are downright trash, its buggy, and its still an underwhelming DPS spec considering what other classes have had access to for years. Even then, some other DPS specs still offer some team utility, and mirage is entirely selfish, no unique boons or effects at all.

Suggestions wanted: fractal currency sinks

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Fractal legendary armor (doesn’t need to be a fancy skin – can just be stat swapping like the PVP / WvW ones) for PVE players who don’t want to raid. It can be STUPID expensive, but at least give players a way of getting it that does not involve them playing content they are not interested in (again – as they have provided for WvW and PVP players).

The biggest concern with fractal legendary, even if it has no unique skin, is that raids is the source for PvE legendary armor, and we don’t want to diminish that.

Just FYI, but the WvW and PvP legendary armors can be obtained through regular PvP and WvW play if you put in the time. Yet PvE leg armor forces you to raid. I can’t help but feel that one of the driving reasons why PvP and WvW leg armors were even introduced is because people don’t want to be forced to play certain types of content in order to obtain the QoL of leg armor, yet primarily PvE players are still forced into raiding to obtain it. In that light I don’t think its that unreasonable for players to expect fractals to get leg armor, since its much more relaxed than raids are.

[Feedback] Utilities, Cloak, and Mirrors

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Crystal Sands – I like its concept a lot, but its execution is a little underwhelming. Its pretty difficult to do any real damage with it against a stationary target, much less an actual opponent. I’d like to see the power damage be moved to be a component of the AoE field itself instead of being tied to the projectiles, then increase the number of projectiles and have them only apply 1 stack of confusion if they hit. The power damage component could be lowered if this is “overpowered”.

Illusionary Ambush – I love this skill a lot, but it does have some bugs from what I’ve seen. Just fix those, maybe reduce the CD on it as well. I don’t think 20 seconds is unreasonable for a targeted ambush attack.

Mirage Advance – No thoughts on this, I didn’t really play with it.

Sand through Glass – Again, neat concept, but ultimately not that useful as a skill. Its a 30 second stun break that spawns a mirror. Blink is a 30 second stunbreak with 1,200 mobility built in, and can be traited for 24 sec CD. So as a stunbreak it just can’t compete with blink when it has the same CD. I propose changing the evade to a 0.5 second mirage cloak for synergy with the mirage traitline, and then lowering the CD to 25 seconds. Keep the mirror as it is

Jaunt – Increase the range to 600. Otherwise its a really cool skill

Mirage Mirrors improvements

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This one was created before some of the other ones were. But combining them is a bad idea. separating them by feature allows devs to easily go get feedback on specific parts of the design.

Will AN do some review?

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I doubt it would happen so fast. It would take them a few days to gather all the feedback for all the specs, then they would have to go through it all to determine which of it is kitten and which is valid feedback, then they would have to decide what they agree with, and how they want to address it. And they have to do it for all 9 specs. Don’t expect it so quickly.

Mirage Mirrors improvements

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What if mirrors had a similar function to gangplanks barrels in LoL? Set up mirrors in an area during a fight and then use a shatter to detonate all of them with specific effects.

Not familiar with these gangplank barrels, but having shatters actually affect mirrors would be amazing.

Will AN do some review?

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I doubt they will actually respond to the feedback threads, because its impractical to do so. But they are definitely reading through a lot of it.

Mirage Mirrors improvements

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Also, a new thought on mirrors. What if they gave 4 or 5 seconds alacrity in a small AoE around you when you shatter them? Someone might cry about how alacrity doesn’t fit thematically, well neither does it fit with Ventari or the Renegade legend, yet both of those have it. So that argument doesn’t really fly.

It’ll be hard enough to lose shield and CS, losing all alacrity on top of that will make mirage a hard sell unless its really kittening good, and right now it isn’t all that great imo.

[Feedback] Utilities, Cloak, and Mirrors

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Mirrors are a neat concept, but fall completely flat (hell, they even admitted that they put them in there because they liked the art, not because they had a solid design surrounding them. Like wtf were they on when they decided that was an acceptable way to design our elite spec?).

Baseline changes for mirrors to be a good mechanic in my opinion:

  • 12-15 second base duration of the mirrors
  • When shattered, mirrors grant mirage cloak to you and all illusions (just in case infinite horizon doesn’t go baseline, because I doubt it will). This at least makes them more powerful offensively.

More changes that I would like to see:

  • Mirrors heal you when you shatter them. If its a balanced amount, it will help make up for the clunkiness of shattering them and putting yourself in possibly awkward or dangerous positions to get them
  • Mirrors pulse weakness and their damage to all foes near them every second until they are shattered. Again, pulsing weakness helps make it technically safer to go shatter the mirror, plus I think it fits thematically.

(Probably) Not going to happen but I would like to see:

  • The entire Mirage traitline reworked and given 3 major traits that tie to mirrors. Some ideas:
    A – Shattering a mirage mirror procs all shatter related traits (probably would be GM tier, would prob need a small ICD to be balanced)
    B – A mirror generating trait that is more useful AND reliable than shards of glass
    C – Shattering a mirror generates up to 2 illusions, and they perform ambush attacks as well
    D – Adding a boon/condition to the effect generated when shattering the mirror
    E – Shattering a mirror reduces recharge on all deception skills by 2 seconds

Even if we just got the first 4 changes, I’d be pretty happy with where mirrors are as a mechanic. Anything else I would then go about changing the skills that generate the mirrors (eg placement of mirrors and stuff).

Mirage Mirrors improvements

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I like the mirrors as a design tool, they open up a lot of possibilities. They just need to be improved, so I can’t agree with removing them. But they would be best if, after being fixed, we got traits that improved the mirrors themselves further.

A mirage traitline that had 3 major mirror traits, 3 major traits affecting ambushes/mirage cloak, and 3 major traits for something else would be a much stronger line overall, both thematically and functionally.

[Feedback] Axe and Ambush Skills

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It has a 3/4 sec cast time.

T6 Leather still massively inflated

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OriOri.8724

It’s not a supply issue; it’s a demand issue. When you have full blown farms operating essentially non-stop and the price is still high, demand must be far in excess of supply. Strangely, you’re not complaining about the outrageous price of amalgamated gems or one of the other essential T6 mats which are at the same or nearly the same price level as hardened leather. Protip: currently it costs less to buy the final product than the hardened leather necessary to generate the final product.

This indicates a massive disconnect between amount required in recipes and how easy it is to get through fairly regular gameplay. In layman’s terms, this means it indicates a problem with supply or demand. One of them still should be addressed.

As for amalgamated gemstones: they aren’t comparable to leather at all. Their uses are:

  • 20 for a MF skin
  • 1 each for every legendary weapon precursor
  • 250 more for each 2nd gen legendary weapon

A very small amount of skins even require them, plus they are required in fairly small quantities. Now with leather, its needed in every or nearly every armor/weapon recipe at this point, on top of needing it in fairly high quantities. The 2 mats are not comparable

[Feedback] Axe and Ambush Skills

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Posted by: OriOri.8724

OriOri.8724

Axe auto chain – The first 2 skills (lacerating chop and ethereal chop) need to be 1/4 sec cast times. This would result in completing the entire chain 33% quicker, increasing the condition application and increasing power damage by ~33% naturally. Range on entire chain could be increased a bit as well.

  • Lingering Thoughts – Its buggy. Clone could stand to be summoned as long as you are in combat when you use it (ie no longer tying it to your enemy being too close to the mirage), and a short evade frame would be nice for sure

*Axes of Symmetry – Again, its buggy with the teleporting. Fix that first. A guaranteed 5 stacks of confusion, up to 8, on your target on a 10 seconds CD is fairly decent for a weapon skill. So I think it would be good as long as its bugs were fixed.

  • Imaginary Axes – Remove the delay on the axes. Increase power damage
  • Mirage Thrust – Reduce to 1/2 sec cast, as it is now its pretty clunky to use. Increase power damage.
  • Ether Barrage – Reduce cast to 1 second and remove root, or reduce cast to 3/4 sec (so that at least your cloak will cover the entire root). Don’t halve the duration for clones.
  • Split Surge – Reduce cast to 1/2 second. Triple power damage for yourself. Increase to 5 targets.
  • Chaos Vortex – Reduce cast to 1/2 second. Increase target limit to 10 ideally.
  • Ambush Assault – …………………….. Just remove it, you clearly didn’t want this skill to be used in the first place.
  • Wave of Panic – UW combat, I didn’t test it.

[Feedback] Mirage Traits

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Posted by: OriOri.8724

OriOri.8724

Most of the traits only need small tweaks in my opinion.

Mirage Cloak – Increase ambush attack window to 1.5 seconds
Nomad’s Endurance – Add 50% enhanced effectiveness to vigor. Consider adding power or ferocity.

  • Speed of Sand* – 1s of superspeed. Gain 3 sec swiftness when dodging.

Self Deception – I honestly don’t know. Generate a clone on every deception skills is way too strong considering jaunt’s ammo system, and 20% CD reduction on deception skills is just a boring copy paste trait = no fun (I bring those up because I see those ideas thrown around a lot). Probably something along the lines of using a deception skill spawns an ambush skill at your currently selected target/closest target?
Renewing Oasis – Its ridiculously strong if you have a build dedicated to regeneration uptime. If not then so far it just seems pretty average, which to me means its in a pretty good spot. Only change I’d like to see is adding poison to that list, other than that maybe just increasing it to 25% if it needs to be improved further.
Riddle of Sand – Reduce to 1 stack of confusion, but have it apply to every ambush attack.

Shards of Glass – Shatters generate a mirage mirror at you or the target’s location. No RNG.
Mirage Mantle – Increase it to at least 3 seconds of protection, if not 4. Mirage loses chrono shield, along with having a design that goes against shattering also has much less synergy with RI, so 1.5 sec of protection isn’t all that great on a master trait.
Mirrored Axes – Remove the delay on Phantasmal Seeking Axe. And, if it doesn’t already, make it affect axe clones entirely (meaning both their regular and ambush attacks).

Infinite Horizon – Current functionality should be made baseline (and consequently, personal ambush skills should be buffed significantly and clone ambush skills either left the same or toned down slightly depending on weapon). New functionality:
Elusive Mind – Really strong, but balanced in the clusterkitten of skills/traits now that just fart out conditions and stuns all over the place. Once that is fixed then this trait would be extremely OP and will need an appropriate ICD (5-10 seconds).
Dune Cloak – Sand Shards sucks. Increase the radius to at least 240, if not 300, increase the power damage significantly (1.5 coefficient).

Arcane Thievery - ammunition?

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Posted by: OriOri.8724

OriOri.8724

Arcane Thievery would be a great candidate for the ammunition system! How would master of misdirection work though? Would it only affect the recharge of each charge, or would it also affect the ICD between charges?

I think it would be pretty good to have 3 charges, 4 sec ICD between them, 20 sec recharge on each charge, and reduce it to 2 condis/2 boons per cast.

Mirage Mirrors improvements

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Posted by: OriOri.8724

OriOri.8724

@SlimChance – That’s a neat idea. I’ve been thinking that the traitline should be redone so that Mirage could focus on mirrors if they wanted to, so maybe a trait that gives you a clone when you shatter a mirror instead of that being baseline?