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The problem with the current Meta is just how easy and quick condition builds can burst conditions on to you Once you have cleared most/all of the first wave and likely <50% health they can easily just burst another set on you
I have to agree with this. The necro’s auto attack with scepter even applies conditions to you
As I have said before, it is not because we are a horrible profession. We have a lot of on demand burst, but atm we have to spec to survive. That sounds reasonable enough, but if we do run torch, then we are as slow as the necromancers and when we do spec for those condition cleansing traits, then we sacrifice dps.
Our role in tpvp is pretty well defined, but other classes just do it better atm. Not just because each profession do it better, but because they synergise so well with each other, and simply because they can survive.
What would you rather bring? A s/d thief that can rip boons of the other team, move fast, cleanse conditions in stealth and burst your opponent down in seconds. Or a mesmer that either has the burst, but can’t survive the condition spam or can survive, but is lower on dps?
I think the thief can simply fulfill that role (our role) better atm.
Again: this is competitive tpvp only.
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Grats Team Paradigm
Also first sPvP video is up.
That was a pleasure to watch. Finally we get to see the cat in some spvp action <3
I’d like to know if this build is still viable or not. (?)
Having played extensively since the big patch, I’ve come to the unfortunate conclusion that this build is no longer viable.
After the last changes and after playing a bit more I would change my list to:
S Tier:
+ Necromancer
= Thief (S/D)
- Ranger (Spirit)
A Tier:
+ Engineer
= Guardian
– Ele
B Tier:
= Warrior
- Mesmer
Why? whenever I start playing a class, that class becomes underpowered! When I played eles because I heard eles was amazing, then eles got nerfed and eles forumers were crying. Then, I played rangers, but rangers got nerfed and rangers forumers were crying. Now, I started to play Mesmer because I heard Mesmer was one of the best, but now it seems Mesmer loses its former glory.
That being said, since I am not playing very well, there are lots of things I can learn. I still have fun playing all these classes.
Best advice here is: Play the class you enjoy the most.
Balance is constantly changing anyway and unless you plan on doing team tournament games, then mesmer is a good, strong and most importanly fun profession to play.
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This is sad news
PS. I really think you guys are whining too much about not being top tier when we have been there for 90% of the games life.
I don’t really consider this a whine topic.
A question was asked and I don’t see anyone stating that mesmer just down right is a horrible profession.
If people can’t vent their concerns about the changes to our profession on this section of the forum or ask a question to see if other people see things the same way. Then I don’t really know where the place for that would be.
It might lack a bit of focus in the tittle though. Personally I would seperate it as follows (my opinion only ofc):
Pve: No, I don’t think we are the weakest.
Wvw: Seeing how Osicat is having fun, then no, I doubt we are the weakest.
Hotjoin and solo Q: Doubt it. But even if we were, it wouldn’t matter that much, as it’s basicly about having fun. Pug vs pug usually don’t provide the optimal team combo. When you face a premade – odds are you will loose regardless of what class you play.
Tournaments as a team: Due to the current meta of condition burst and due to how well other professions compliment eachother, we are on the weak side atm.
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Jonathan, don’t forget the class forums exist. Just a dev post once a week would help improve the morale with the constant classes changes which are never explained. I suspect most class forums have a bug list and suggestion compilation in there somewhere, some small amount of love in that direction would be appreciated by many.
I could not agree more.
When posting on this section of the forum regarding specific concerns of the different classes, the point of the post drowns in comment from other classes that are hardly relevant.
If mesmers make a post regarding thier concerns, “omg you are OP, other classes also have bugs, why should your bug fix be more importent than ours ect” is instantly posted back. It makes a serious discussion pretty much impossible.
I guess it’s the same for every other class.
Been hoping for a spvp video in ages
Would love to see how you handle being forced to fight in a smaller area and how you take advantage of the terrain in the different maps ^^
I guess it depends, on which area of the game we are talking about.
When it comes to spvp tournaments, I think it’s safe to say we are not amongst the strongest at the moment.
This comes down to the fact, that the game to some extend demands that you fight on point and the new interesting meta with a ton of condition burst.
When doing tournaments, you are expected to run portal and Illusion of Life, meaning you only have one ulitity slot left that you could potentially use for condition removal. Most prefer blink for mobility or mirror images for the extra burst potential.
Rumour has it that most of the top teams have switched the mesmer out and are now running:
S/D thief, necromancer, spirit ranger, engi and guardian.
(This holds true for Xeph on Team Paradigm at least that is now playing a S/D thief and Helseth which seems to be playing a necromancer.)
Of course those top teams are all about min and maximizing and it may not be as dire for the rest of us that are not playing on that level.
It still worries me though.
From the spvp forum from the necromancer that used to play elementalist:
Everything that is powerful currently in the meta completely owns mesmer. I used to be able to protect xeph from the horrors that tried to charge him but it was useless, the horrors are now too much, so he switched to s/d thief. He then tried to stop the horrors from killing me on my ele but that was also futile. So now I’m a necro. We joined the horrors.
And Xeph himself:
while mesmer damage is high its probably one of, if not the most fragile class in the game, it is very weak to both condi and power damage.
Also in high level tournament play, mesmer is almost extinct, with almost no teams running mesmers anymore.
I am currently talking about the most pressing matters; and sadly mesmer isn’t one of them, if mesmers needed nerfing trust me, I would be the first person calling for it, but at the moment they are almost not viable.
So are we the weakest profession?
In high end tournament play, we are amongst the weakest it would seem.
In wvw it might be completely different because of the reduced condition duration food, the fact we are not forced to fight in a very small area or bring very specific utilities. (But I know very little about wvw so I am not qualitfied to say much about it).
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I find it slightly amusing (in a sad way tbh) that so many people in this post just instantly asume that mesmers need more nerfs
Hey it’s pink and it has butterflies = nerf more.
I am no expert, but I think it’s safe to say that certain utilities have made the mesmer wanted on teams. Aka portal and Illusion of life.
Those are still awesome, but we cannot survive all the condition burst with those utilities and without them, we are not worth bringing.
Seeing Xeph (and Helseth too I believe?) leave their beloved mesmers, simply because the profession is not viable with the current meta, is very sad imo.
Which of the competitive teams are still running with a mesmer?
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S Tier:
++Necromancer
= Thief (S/D)
A Tier:
+ Ranger (Spirit)
+ Engineer
= Guardian
– Ele
B Tier:
= Mesmer
– Warrior
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At first I wasn’t sure I would like the Wind Catcher Skin, but it turns out I rather like the swirly, bright white animations. I think they go well with the sylvari glow.
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My little guardian. Level 48 atm, so she only looks really fancy when entering the mist.
Edit:
fun fact: i’ve hit the 999 screenshot cap
.
I just realised that so did I
Tyria is too pretty
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Female #2 on my mesmer and guardian.
Female #5 on my necromancer.
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Sylvari: Because no one looks happier in Tyria ^^
Or this holds true for my little guardian at least.
Here she is alongside my mesmer:
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http://www.twitch.tv/guildwars2guru/b/425001837
(The main part about the necro starts at around 32:34)
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When pigs will gonna fly, then yes, necro will be Op.
Sorry but then I have to post this^^ (I only have a low lvl necro so don’t take me too serious :P)
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Pretty good broadcast over all, but I would have loved if the build diversity of the different classes had been discussed more.
I don’t know if it is because they always have turnament players as guests, that most likely run the typical specs (guardian support, shatter mesmer and so on) that this is not addressed much.
During the show, when it was mentioned that guardians can use a lot of different weapon sets, I realised that I would have loved a more in depth discussion of viable weapon sets for the different classes as well. (Which aren’t used much and why as an example.)
(I know it’s a bit late to ask for that ^^ but maybe in the Next broadcast…)
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It seems to be that balancing and changes with regards to the mesmer class are being made while completely out of touch with the reality of this game. This patch only exemplifies that more.
Good Changes
- The Phantasmal Berserker was fixed. This is a good change. Unfortunately, it comes 6 months too late to deserve any applause or thanks.
- Bounce logic was fixed. This is a good change. Unfortunately, similar to the phantasmal berserker, this is a bug fix, and deserves only minor applause and thanks.
- Interrupt traits were significantly boosted. Unfortunately, due to the nature of interrupts, most of these traits still aren’t strong enough to base a build around.
- Phantasm hp was significantly increased in PvE and slightly increased in PvP. A good change, but more on this later.
- Signet of illusions was fixed so that it applies immediately. A good change but again, more on this later.
- Shattered conditions is now aoe
That’s about it. Now for the bad changes.
- Blurred frenzy is now an evade. It also has a its base cooldown increased by 20%
- Signet of illusions passive effect reduced to 50% down from 200%
- Vengeful images now only applies retaliation for 5 seconds after the summon of a phantasm
- Illusionist’s celerity moved from 5 point minor to 25 point minor
These are abbreviated versions. There are obviously more changes that I didn’t touch upon, but these are the only changes that (in my opinion) actually make a difference.
Here is the main issue. The positive changes to our traits and skills are relatively minor or are complete bug fixes. On the other hand, the nerfs are massive. Anet is obviously spending developer and programmer time figuring out effective ways to nerf mesmers, while completely ignoring the parts of our class that are still completely broken. I will now list the largest offenders.
- The iMage could be replaced with a placeholder saying “This skill does nothing” and nobody would care
- The scepter (even after this addition of torment) is completely useless. There are 0 situations outside of a glamour build in wvw that the scepter is better than the sword, greatsword, or staff unless one ignores all functions of the scepter other than the block itself.
- Phantasmal haste still does not apply to 2 of our phantasms: Swordsman and mariner
- Illusionary elasticity still does not apply to staff clones
- Wastrel’s punishment is still useless
- Mantras are still extremely underwhelming with underwhelming and poorly designed traits
- Due to the nature of interrupts, the interrupt traits are still of very limited use
These are a lot of massive problems. However, instead of fixing these problems, Anet decides to hand out significant nerfs. The nerf to signet of illusions, in my opinion, is reasonable, but that’s pretty much it. Blurred frenzy is nerfed twice, once in evade and once in cooldown. Vengeful images is, for all intents and purposes, no longer a trait. Lastly, Illusionist’s Celerity is moved from 5 point minor to 25 point minor, nerfing every single build that is not shatter.
And as if all that weren’t enough, these changes are made in the name of build diversity. Anet is telling us “These changes are actually good for your class. We are doing this to help you.”
Build diversity eh? These changes make a tank build very difficult to play effectively now. They vastly remove potential diversity from both PvE and PvP phantasm builds. They significantly nerf the already very weak condition builds that mesmers have. Across the board, all non-shatter builds that mesmers have are negatively impacted, most in very significant ways.
The small buffs that they gave us are insignificant. Shattered conditions is nice, but with the other changes, it’s now much more difficult to use it effectively. The interrupt traits are nice, but when you couple that with the other changes they just become another shatter variant. Bounce logic was fixed, but builds that rely on that (conditions) are even weaker now.
On top of all this, the phantasm builds that were stupidly overpowered in a 1v1 are still stupidly overpowered in a 1v1. A small cooldown nerf won’t change that. People are still going to get facerolled by any competent phantasm build player and they’ll just cry for more nerfs.
Summary
These changes accomplished nothing positive for the mesmer class. The fact that they were made in the name of build diversity is insulting to every intelligent mesmer player. These changes, far from providing build diversity and flexibility, have significantly lowered the diversity of the mesmer class and restricted the flexibility our builds have. This is far and away the most devastating and most ill-conceived patch since this game was first released.
I couldn’t agree more.
Posted originaly in mesmer forums.
OK I wont do a long post with facts lined up. Instead I drop a suggestion that I think might be a solution for our swiftness situation for mesmers.
Atm Mesmers use Rune of Air or Centaur in wvwvw most of the time, this due to the lack of reliable swiftness, our other way is focus. This lock us down to a rather narrow gear setup.
My suggestion for how to open the mesmer class to a more experemental and interesting gear setup up without any big changes.
Let signet of inspiration apply the random boons in combat, out of combat it instead simply only give swiftness 10s. It already have this as a random option but random speed is not reliable and not usefull as a utility.
In combat = random boon like now http://wiki.guildwars2.com/wiki/Signet_of_Inspiration
Out of combat = swiftness 10 s prioriticed every 10 sec.
/Osicat
That would be absolutely awesome!
Disabling right-click to attack/interact is certainly the safest first approach to this issue. There are two problems, though. Anytime you have camera-look and targeting on the same input, you will have conflicting behavior.
Solution = Do NOT bind two behaviors to the same input. At least not by default. If the end user chooses to bind their keys or mouse buttons that way, that’s their choice (though I can’t imagine why anyone would voluntarily choose to do so in this instance).
Would you program it so the H key opens both the player’s hero panel AND their inventory at the same time? Of course not! That would be ridiculous, right? Maybe now you begin to see just how ridiculous it is to bind camera movement AND target selection to the right mouse button.
There isn’t a bug that targets are randomly selected, but rather the game trying to be smart at recognizing clicks versus camera movement.
Solution = Do NOT bind two behaviors to the same input. Then the game doesn’t have to be “smart” about differentiating one from the other (which it’s failing miserably at, by the way).
Even when you think you’re perfectly clicking on a target, most of the time you’re also moving the camera a tiny, tiny bit.
This statement demonstrates the devs gross misunderstanding of the problem. We’re NOT trying to use the right mouse button to click targets; we’re trying to use the right mouse button to move the camera. The fact that it selects targets – to our great frustration and disappointment – is due to someone somewhere inside ArenaNet thinking it would be a good idea to bind two behaviors to the same input.
Solution = Do NOT bind two behaviors to the same input.
There is a small threshold that determines whether your tiny movement should actually be a target selection. Lowering this threshold will reduce the chances of this happening, but is one of those numbers where we need to sit on it for a while to see if it ‘feels right’.
Since this statement reinforces the previous one by demonstrating that the devs haven’t a clue what the real issue is, I’ll repeat myself.
We do NOT use the right mouse button to select targets; we want to use it to move the camera and NOTHING ELSE. In light of this, there is no need for thresholds or sitting on it for a while to see if it “feels right”. As long as target selection is bound to the right mouse button, it will always feel wrong no matter how you tweak the thresholds.
The problem could also be solved by completely separating the different functionality of selection, auto-attacking, and camera movement.
Now you’re talkin’. This should have been done from day one. The fact that ArenaNet chose to bind two functions to a single mouse button will be one of the great mysteries which – though it may never be solved – will become a cautionary tale to future game programming students when told by their instructors, “Don’t pull a GW2 by binding two behaviors to a single input!”
However, completely splitting those is not something we’re prepared to work on at the moment as it is a much broader-reaching change.
Thanks for the honesty of this statement. However, we’re not asking that you split them up at this point. We recognize that the work involved to do so is beyond the resources of ArenaNet at present. All we’re asking for is a simple toggle that disables the ability of the right mouse button to select targets.
This post I can only agree with (+1).
Please do not bind two behaviors to the same input. I just want to be able to move my camera, without having to worry about whether or not I mouse over a turret, a friendly player or a critter in the process.
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Please remove this “feature” anet.
/Agreed
You seem to think the shatter build is the only viable one. I put Mesmers as equal on overall. I also didn’t say anything about nerfing. I think the healing aspect of Mesmers should be improved, but that’s not what this topic is about…
No, the topic is about nerfing mindwrack. In my opinion your suggestion would nerf the shatter mesmer (not just the mindwrack) and therefore also the viability of the shatter mesmer.
Besides that you said the following in your first post:
While my arcane wave does 4x less damage than wrack I am signing this. Tired of having a ranged caster class out DPS the melee caster and be completely over the top compared to staff Eles…
As far as I know, then that is calling for a nerf.
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Burst builds, by design, do not deal a lot of damage inbetween bursts. Yoou have the choice to stay in melee and deal more sustained damage.
You can also pick up a weapon like the Greatsword and deal more sustained damage from range, yet almost nobody opts for it, because they don’t have to.
True. A few mesmers do play with 2 sets of melee weapons, but as it is now we are not forced to only be a melee class and I am fairly sure most of us would prefer to keep it that way.
The greatsword has its strengths and its weaknesses. It is a good weapon for damage if you get to be standing from max range in particular and in general then yes, it deals more damage. I see a lot of mesmers running with the greatsword so I guess I have a different experience with that than you do.
You are used to having all of your burst to hit. Most burst builds of other classes do not expect all of their burst to land all the time. If one or two of the illusions wouldn’t explode at your target, what’s the problem with that. Nobody keeps you from shattering before you have 3 illusions up either, but rarely anybody does. It’s mostly get three clones up and then do the full burst. That in itself shows there’s something wrong with how the burst is designed.
I can only answer for myself here, but I am not used to having all my burst land. Let me ask you this. How do you avoid other classes burst? By dodging? By blocking?
What is the difference? You can do the exact same against us.
When a thief opens on me, I use defensive cooldowns to survive. When a mesmer shatters on you then yes, you will have to do the same. Maybe I am misunderstanding what you wrote, but I fail to see why it is ok in one situation and not in the other?
We don’t expect to get the full shatter combo every time. Our clones are squishy little things. Odds are they won’t all remain alive. We do shatter with less illusions as well (and not just because sometimes they die).
The only way to actually counter the shatter is to dodge through the homing clones, whether you actually want to dodge into that spot or not (more often than not you will be in a very precarious spot after your dodge roll ends and totally out of position).
Yes, this I can understand is annoying. I do see how shatter where player was standing when shatter was activated would prevent that.
However, I still believe it would become way too easy to negate a shatter mesmers damage if implemented, because It would be too easy to simply spot the clones running.
Why even blow any defensive cooldowns on that, why waste a dodge roll? Or a block? It would be much easier to take a few steps away as you see the clones coming towards you and by doing so negate the entire burst.
I see the issue, I just don’t think this is the right solution.
One thing I do think would lower the frustration regarding mesmers and their shatters would be maybe adding some sort of animation (to the melee clones in particular) showing the opponent that they are set to detonate.
If you are running with melee clones chasing, it is pretty much impossible to know if they are set to detonate or not and therefore also hard to know when to dodge.
(maybe that’s just me thinking that ^^ – I am still learning.)
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Like many high damage skills out there i believe that, balance wise, the numbers are actually fine, what needs to be looked at is the activation process.
With shatter, either by requiring the player to ground target the skill and have the clones shatter here, either by only removing the homing part, making the clones run to the last position of the player instead of following him, while still being able to shatter prematurely if triggered by the opponent.
Problem with that idea is, that shatter is a very large part of our damage. We don’t deal a lot of damage in between the shatters and as Jportell said: it takes us around 10 seconds to set up our burst.
Most mesmers are not melee all the time, and when we are using a ranged weapon, then our illusions are using a ranged weapon as well and will stay at their original position unless their target runs out of range.
Those illusions are used to shatter as well.
Now imagine how our shatter would work with your solution.
You see the clones start running towards you from ranged. You now have a lot of time to see in which direction they are moving and to avoid them you simply have to step away from their path.
It would be like shooting a rifle only to find that: The bullet is not going to move faster than its target and on top of that, the bullet is painfully visible to anyone as it is the same size as you.
Shatter mesmers do not have a lot of sustained damage. We rely on the burst to make up for the lack of that. If we are not allowed the burst either, then we pretty much won’t deal much damage at all.
Imagine the main source of your damage only being activated if your opponent stands still.
Sure, when we are using a sword we can leap to you and immobilize, but in all honesty that is not hard to avoid. You even have 2 chances at it. If you see a clone rushing towards you and you dodge, then you just avoided both the cripple and the immobilize. If the clone manage to finish its leap and cripple you, then you can still dodge as you won’t become immobilized by the clone itself but only when the mesmer makes the swap.
Your suggestion would force us to only shatter when in melee, we would always have to use the pistol as offhand in order to be able to stun you in place for the shatter, the majority of our ranged clones would become useless and therefore hurt our damage by a lot.
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It would be balanced if instead of smart selfdestructing projectiles that chase you, the clones acted on the last known position when pressing the shatter button (like dragon tooth, comet etc.)
So… We should spend time generating our clones and phantasms. Then we should detonate them and all people would have to do to negate the main source of damage from any shatter mesmer would be to take a step back?
I fail to see how that possibly could be balanced.
Here is one for after patch>
Tier S:
RangerTier A:
Ranger Pet +
Engineer +
Guardian +
Mesmer =
Thief =
Elementalist -
Necromancer -Tier B:
WarriorTier C:
n/a
So eventhough mesmer (according to you) is in the same tier as most other classes, we clearly should be nerfed?
I fail to understand your logic.
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No problem. At your service!
You timewarp a dead thread back to life…
Actually now that I think about it, I simply gave it a portal back to the front line
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When you see someone stumble on the street …. and it makes you think about the advantages of playing with a focus as offhand.
Clones dont really deal damage :P To be exact my staff clone hits for 6 on a training dummy ^^
My sword clone hits between 2-17
You folks thought all that, because I typed in a quick title so I could start working on the body of my post?
Reesha are you aware that in one of the recent patches clones and phantasms now display any boon the Mesmer has? So you can not distinguish the Mesmer from the clones by simply examining your target’s boons any longer.
Godmoney please talk to someone else.
The best advice I can give you is try dueling a mesmer
You will find there are plenty of ways to find the real one. If you can’t: I am sorry but you need to pratice a bit then.
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I guess this post wasn’t received any other way than negative. Big surprise since this is an internet posting forum. Its just horrible sometimes trying to interact with you people. So I will say good bye.
Didn’t you do that already?
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Good-bye-Guild-Wars
Joke aside: With the original tittle, why would you expect your post to be taken any other way than negative?
Clones absorb the damage that a player using a Mesmer would normally take. If enemy players are targeting the clones rather than the Mesmer, then the Mesmer will take 0 damage .
Well yes, thats the entire point of clones. They are working as intended.
Clones and the Mesmer are no longer distinguishable from one another. Anet worked real hard to make sure those clones would be mistaken for the real deal and they now are constantly.
Err no. There are many ways to find the real mesmer. Boons for one.
Every couple of seconds here is another clone with 2K+ hp that has the potential to take an unreasonable amount of HP from your/my character’s hp pool with a swinging sword attack
Uhm no. They don’t really deal any damage at all. Unless we shatter them.
Funny how you managed to discredit yourself there.
Last time I checked, wow was not a pvp game, much less a competitive pvp game (aiming for esportz).
Like I said: I am no expert. Never the less it is my understanding that the pvp aspect is thriving in that particular game. That was my only point. There are most likely a lot of better games to compare with only I am not familiar with them.
I don’t like how they turned two of the best class designs into one big pet mess that has no place in a pvp environment to start with :o)
Then should that not be a seperate post. A suggestion maybe, not particularly aimed at the poor rangers who have no influence on how their profession was/is designed but simply enjoy playing it?
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I’d also like to see fixes to the class as a whole, because AI/pet-bound classes have no place in a pvp game, let alone one aiming to be competitive.
I am not a mmo expert. But as I recall hunters in wow had pets, mages could spawn images of themselves, death knights had ghoul minios and shamans had spirit wolfs. Yet the arena system there seemed to be thriving?
Besides: Wouldn’t that place necromancers and their minions on the ‘delete’ list as well?
Mind that I am also referencing to different types of fixes in my posts other than the OP.
Yes you do and some of them I agree with. I think the killing a downed ranger under water issue should be fixed, and having a rangers pet run after you all over the map is just plain annoying.
However: I still don’t like a ‘fix’ post to turn into a vendetta against a class and I kinda felt this topic was turning into that. 
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I’d LOVE seeing the class be removed/reworked, so the pet is not a necessity, but rather an option. The state of the ronger is completely stupid in and off itself, much like the mesmer, and the concept of stealth.
Yes you clearly want both rangers and mesmers to be viable still:
As far as mesmers and rongers are concerned, I’d LOVE to see them disappear alltogether from pvp. Good riddance.
May you get nerfed into the ground that hard it’ll take you a century just to figure out how deep you are, fraking hell.
What an appaling excuse of a profession.
The tittle of your post is misleading then. You are clearly not aiming for a ‘fix’ but for a complete destruction of the profession.
So only people that play necromancers and warriors are allowed an opinion? :P
I think most people agree that necromancers and warriors need a bit of tweeking still.
However: Bringing them up to par with the rest surely is better than bringing everyone else down no?
Oh here we go again. I am not happy with my class, NERF everyone else!
Thanks for sharing
What exactly is it you expect thieves to be, a free kill?
I think that pretty much sums it up yes
I think thieves are just different to fight than most other classes. You have to learn how to counter what you can’t see. You have to learn how long a thief will stay in stealth, to dodge at the right time and there are most likely a ton of other tricks that I am not familiar with just yet. (I am sure if I asked on the thief forum, the thieves would gladly help me (or anyone else) identifying those tricks.)
I myself still have a lot to learn when it comes to fighting thieves, but that doesn’t mean that it is impossible to do, it just means that I still have something to learn.
Their stealth and evade IS their defense. It is different yes, but like any other class they need to have access to a way to survive.
I don’t know how thieves perform in tpvp after the last patch. If they still aren’t viable I would say if thieves need anything, it would not be a nerf.
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You may be right that I misunderstood
I don’t see it as some evil crusade either. But if A-net wants to push the game towards custom arenas, I still don’t think it is fair that pvp’ers (or new players) should have less options as to which arenas they can join.
(Then again – I might have completely misunderstood that as well :P)
I believe it would require way too much work, because you’re in a completely different setup on the mists and it could be hard for them to separate and make it work like WvW. But yeah… If they could make it happen for guys who want that, it’d be good for them.
Since it is cosmetic it would take too much effort for literally no reward. When so many other issues are needed for PvP that require coding I wouldn’t want any developers time taken up with this idea.
no wouldn’t be just cosmetic. Im talking about EVERYTHING ascended gear and mods such as Cavalier included.
Personally I think this is a horrible idea.
Some people have dedicated their time to this specific area of the game and do not have access to the ascended gear. Same goes for people new to the game btw.
The entire idea is that people fight on equal terms. Introducing ascended gear would ruin that.
Besides how can it in anyway be fair to punish those that are dedicated to pvp by introducing items that are not available through pvp?
Blurred Frenzy should not auto-turn in the direction of your target.
eg you are dodging through the mesmer using bf and he just turns 180 WHILE still in his bf animation —> NO other skill does that.
Probably already said but this needs to be FIXED (fixed(!) not nerfed cause it’s not working as intended) asap.
Well you could just take a step backwards or dodge away from the mesmer? The result for the mesmer would be: miss, miss, miss. Since you know how it works, surely it is not hard to counter?
I have no idea if it is working as intented or not, but it sounds fairly easy to deal with once you know how it works?
Yes the skill is broken.
Remember that a lot of people trait this skill and reduce the cooldown to 8 seconds. This means that mesmers have access to a 2 second invulerability every 8 seconds, which means that you only have a window of 6 seconds to deal dmg. This gap can easily be closed by going invis, using distortion or blinking..
And once we have used our invulnerability, what is left on this weapon? A week auto attack that requires melee range.
Since that auto attack is all we do have, what do we do? We swap weapons.
Once we do that we have a 10 sec cooldown before we can swap back again, so 2 seconds invulnerability every 8 seconds would only be true if the mesmer ran in circles doing nothing but auto attack until blurred frenzy came off cooldown again.
I don’t know of anyone that would claim, that was the best way to go about it.
To say that you won’t deal damage if we use decoy is faulty as well. Just because we pop into stealth doesn’t mean you can’t hit us.
Besides: If the cooldown was increased, there would be no point for us to weapon swap before the cooldown had reset, because what would be we weapon swapping to? A week auto attack only? A clone we can swap place with to hit you with said auto attack?
Blurred Frenzy too strong? I don’t know. I am still learning and I make many mistakes so I really cannot say. But to increase the cooldown would be an absolutely horrible solution for the reasons stated above.
I think I heard somewhere, that the developers are considering making it an evade instead of invulnerability though.
When that is fixed, Phase Retreat needs to either have an increased CD as well, or prererably not be a semi-breakstun.
The way Phase Retreat works now, is that it has a 5 sec cooldown traited and can be used while stunned and immobilized. Though you still remain stunned and immobilized, you will be moved which is good enough to avoid a burst.
So you want a class that wear light armor to stand in melee range and take the full burst?
How would you expect a mesmer to survive that? Should a mesmer not have a counter for those situations?
Or is the point exactly, that even if a mesmer blows every single cd such as distortion and decoy and phase retreat within the first few seconds of the fight, then you think you should be able to kill him within those few seconds still?
From what I gather, you play a guardian, so obviously it is annoying for you in particular to come up against a class that will move away from you. That being said: If a mesmer don’t move out but stay in melee range, he will fall over very fast.
I have to agree on this.
Currently it’s trial and error trying to find a match that is not full.
Also: The filter option does not seem to be working as intended.
Indeed. When ever he gets low he teleports across the map.
That’s not exactly fair play :P
(edited by Reesha.7901)
Warrior in downed state: “But I am God”
(edited by Reesha.7901)