In every class forum there are people screaming about how Anet done their class wrong… this tells me 2 things:
1) People love the classes they play (which means they’re all well designed)
2) The classes are as “balanced” as can be expected (because the grumbling is even across the board)I also always chuckle a little bit when I read people clamoring for perfect balance in a game where it’s impossible to have it. Players bring the true balance with their skills, so if you feel underpowered then practice your class more, and be adaptive to change. You’re not meant to find one build to pwn everything you come across with ease, and then never have to change it up.
~EW
never once since the latest patch have i heard in pvp a dh/reaper/daredevil say that they were nerfed into the ground and unplayable in ranked pvp
anet site crashes WE LOST ONE GUYS, WE’RE GOIN DOWN
and do you agree?
yeah, our class doesn’t seem to be high on the priority ladder when it comes to fixes and buffs.
Sorry, actually I do not speak much English and the translator does not want to help me now
it’s okay buddy, I got what you meant.
Forget it. so it is. If they wake up it is not useless to insist.
You have reason to chill, thinking one thing: if you chill it right for them to do the 66% thinks slow, think of all the effects and skill of necro / reaper that make chill and thinks the EFFECTS of the chrono and skill that make slow (and duration of slow) is the opposite of quickness is too strong! So we just put it’s never that helpful! Chill? chill let’s put it in buckets, 650 damage per second, stretch durability, rune to chill! Slow? TOO STRONG slower skill (only useful if interrupt play) a 30% crit.chance will be just fine …… as long as it is the mesmer okay that does not work
i’m assuming english isn’t your first language, are you trying to say that we should just give up and accept these cirucmstances?
I know that alacrity is a special ‘boon’ that can only be applied by mesmers
Next patch notes:
- Warriors now gain alacrity upon swapping weapons
- Guardians now gain alacrity upon using a virtue
- Revenants gain alacrity from all Shiro skills
- Alacrity increases initiative gain for Thieves
- The Ranger skill “We heal as one!” will now share alacrity
- Engineers will now have a chance to gain alacrity from elixirs
- Elementalists will now gain alacrity upon changing attunements
- Necromancers can now corrupt alacrity into chill
- Removed alacrity from Mesmer wells
- Fixed a server crash
you scared me for a second
Not really sure if anybody has referenced this yet, but:
Mesmers get a massive 50% nerf to alacrity, along with a plethora of other nerfs,
And necros keep the ability to constantly apply a single condition that reduces movement by 66%, deals massive condition damage when traited, AND reduces skill cd by 66%?
I know that alacrity is a special ‘boon’ that can only be applied by mesmers, but why use that when many classes have availability to a condition that does so much more?
and I know that chill is a condition and it’s removable (and one can also argue that chill is so available to the necro class that it’s practically irremovable when you’re being focused), but somebody please tell me in what circumstance is this fair?
kind of a bug, not sure where to post it but doesn’t matter as it isn’t exploitable:
Basically if you have supplies on you and you autoswitch, you’re unable to use those supplies or get anymore because technically you already have supply, but it’s for the other team.
i’m assuming you’d have to die to drop them in order to get supplies for the team you were autoswitched for, but i never died before the other team won.
just a minor thing i noticed while playing hotjoin stronghold
Well I don’t want to be mean, but this is barely a variant of the frostfire meta build. And one of the main differences is that you don’t use the signet trait which is a weird decision, especially since you do have signets.
my apologies, i haven’t really looked up the builds of the ‘current metas,’ and this is more or less what i came up with on my own from the signet corruptionmancer build, and I don’t really feel the need to trait signets as i don’t usually proc anything other than plague to transfer conditions, and i’ve got corruption on the dagger and area corruption if i trait reaper to use unholy feast.
AKA the How it Feels to Chew Five Gum Necro.
http://gw2skills.net/editor/?vRAQNArYWnMbCdbid2AW2A0biFcBjKN0GiWxXxv4YE6qFAOAA-TpxFABIt/wBPAAAOBAJcEAIvMgCHCAA
I’ve been having a lot of fun in both hotjoin and sPVP with this.
I love this build because I always like to think that the best defense is a good offense.
-The constant condition pressure allows for very heavy dps; no matter how many cleanses or transfers they have, you’ll always have more tansfers and condis to counter.
-the viper amulet allows not only for condition DPS with very high condition duration (coupled with runes of the nightmare), but heavy direct dps with a lot of crit thanks to its stats coupled with Decimated Defense trait
-the various shouts allow for great sustain, in my personal opinion, “Rise” is a godsend to the reaper.
-“Chilled to the Bone” and Reaper skill 3 allow for very high stability uptime, giving you plenty of time to transfer conditions and apply more to others.
-Spite grandmaster traits allow for a lot of variability: for signets to still be traited, or to let reaper cast unholy feast, corrupting one condition to all within a 600 radius, along with gaining retal and applying cripple, or just a straight +20% damage boost to all foes under 50% health. possibilities are endless when you have both high direct damage and high condition damage.
-condition transfer is very prominent in this build thanks to dagger 4, staff 4, and plague signet.
This build easily outdps-es 2v1s and provides a lot of pressure in teamfights, no matter what range.
let me know what you think!
(edited by Spanny.9256)
Well you gotta hand it to Anet! Who would have thought we’d see builds forego Staff in order to —basically-- get 2x OHs and even go so far as endure a single MH to do it! lol!
That tells you volumes about what the nerfs to Staff did. They effectively killed what was a barely functioning weapon. All it had going for it was it’s defense! Everything else about it was trash and then you go and severely nerf that defense WITHOUT bringing up the offense that we’ve complained about for YEARS! (Silly slow projectile doing meaningless damage. 1200 range, but better off the closer you are, bad Phantasm, and long CDs on #4 & #5 unless you get the nerfed trait that barely made this weapon bearable!? I could vomit it makes me so agitated about how clueless these people are sometimes! )
On another note, you’re not alone. I have switched to a Sword/Torch & Scepter/Shield Paladin Power Shatter, and played the same weapons in a Merc hybrid shatter. Both work well, and simply outperform Staff both offensively and defensively! This also makes it much easier to give up the entire Chaos line, which outside of the 3 nice GM Majors is actually a very lackluster specialization line now that Staff and it’s trait was nerfed to subpar status.
i dont remember reading, what was the nerf to staff?
and would you mind linking me to that video you mentioned pyro was in?
Was it not a video? I thought I remembered him posting a video, but maybe it was just the build. He was the one who (once again) made public a build that became pretty much standard in PvE, and showed the rotations needed to get 100% Alacrity uptime for your team.
Are you disputing this, or why do you ask? I have no interest in digging out the post or video, but if what I say isn’t true, I’m sure Pyro will point out the errors of my ways. ;-)
no i was literally just asking for the video because i wanted to watch it for entertainment purposes..
what’s with people overanalyzing everthing i say lately
Am I the only reaper the hates the scepter?
I don’t run condi builds, just pure berserker reaper, but when I tried a condi build, I absolutely hated the scepter.
you’re not the only one;
I’m trying to find a good tpvp build that doesnt rely on sceptre but also isnt just glass zerker. so far i’ve made a gs/staff necro that uses paladin/mercenary ammy and is traited for corruption on signets and blighters boon as well. idk its okay so far, wish there was more dps though.
I’ve been using a bruiserish(maybe??) Paladin build. Illusions/Insp/Chrono trait lines; with 2 phantasm summon skills, blink, signet of ether, gravity well, S/Sh and GS, and runes of the wurm. Thanks to the 2 traits in chrono that resummons phantasms and 1 clone for every 2 shattered you can get incredible uptime on illusions. This allows lots of shatter/grav well/continuum split combos as well as good sustain thanks to inspiration. Coupled with mobility from blink its pretty great I’ve found…and its super fun!!! I love the tanky shatter play style!
i know what you mean by tanky, its fun having that much phant/illusion uptime. i manage to have constant alacrity going with a build like this.
but it’s 10x more powerful if you switch the amulet up for a condi one and trait shatter for torment imo, unless you’re up against dh or daredevil, then it’s just a waiting game for their condi cleanse to run out
“Striking a foe with vulnerability increases your critical hit chance.”
“critical chance per stack: 2%”
Would somebody mind explaining this to me?
Does the skill work so that I receive a buff of (# of stacks of vuln on a player) * 2% crit chance when i strike ANY player that has vuln on them? regardless of if i was the one that applied it?
Because originally I was thinking that I was receiving a visible stacking buff of critical chance like you see on many traits like the necros minion defense trait; such that the number of hits i got on whoever stacked up to a specific crit chance buff max defined by the trait.
pic related, me personally applying 25 stacks of vuln while checking to see if my critical chance was raised:
ps: reaper op
(edited by Spanny.9256)
I’m sad to say I kinda saw this coming when Pyro first revealed the 100% uptime in PvE videos. I even stated that this was clearly not as intended, and was berated for saying it.
So instead of doing the logical thing and greatly nerfing the ability to share out Alacrity ,which Anet said from the beginning it wanted to greatly limit, they blanket nerfed Alacrity itself; screwing Mesmers doubly in the process.Funny thing is, there weren’t that many complaints about Alacrity itself, but rather it’s impact on team play in both PvE and PvP.
Smarter devs would have first chosen to nerf the ability to share out Alacrity, and leave self-Alacrity where it is. Since —ya know-- the entire Chrono line was balanced around it.
This nerf didn’t set out to “shave” anything, it clearly set out to destroy 2 Mesmer build types; Bunkers because the kool kidz have deemed the entire bunker meta to be unKoOl, and any Alacrity focused builds because in the current Anet eSports centered patching model there is no place/time for a “fine tune and see” approach to balance. They wanted to be darned sure that Alacrity was fixed and bunkers gone. It was just a bit of bad luck that both of those hit the Mesmer especially hard due to no real alternative builds that could keep up with the huge offensive power-creep of the other Elites.
The double-standard is most sickening though. Leaving clearly OPd offensive crap, even building more of it (Thieves), but leaving Mesmers out to dry when clearly you can see that Chronomancy offers absolutely zero offensive improvements aside from the ability to chain two bursts in a row once within 90 seconds. (Using an awkward and unreliable mechanic with a long CD on an already button intensive “twitchy” class…while others can literally bang away at 2 or 3 of their keys and yet deliver substantially higher damage in either Direct or Condition damage, while also having more sustain. In short EZ mode.)
I will be berated for this two, but I said pre-HoT that Elites should be excluded from the F5 mechanic as it’s difficult to balance it while keeping Elites in the picture. Instead we get continual chipping away at F5 leaving it as NOTHING BUT a means to double up on Elites. SAD! This was such a neat idea, but honestly how often do you feel you get the original intended feeling while using this ability? You know, as a time manipulator? All I see is that you’re forced to rush through as many buttons as you can manage to mash in before the ability ends, and that it’s usually not productive to F5 shatter 3 Clones when you can do most everything you need with just 1.
I think it should have a much longer duration without factoring in illusions, and make the added duration from illusions much smaller. Then you would be able to use it to juke people in interesting ways, and not just double up on your Elite.
Of course at this poor state of the Chrono, that would be devastating and only add insult to injury. It would require a significant overhaul to rebalance the line, so it’s not gonna happen. It’s just sad to see the original concept so poorly implemented a few months down the road.
and would you mind linking me to that video you mentioned pyro was in?
The thing is, I, and a few other people, would be fine with a 50% cut with alacrity IF they rebalanced everything around that.
And took a kittening hammer to the whole slew of mesmer skills and traits that are never used.The people on every profession specific forum, have suggested a whole slew of major changes that would actually make everyone interested in this kittening game again.
The problem is, that the player base is “happy” with a less-than-kitten patch.
“I’m happy with most of the changes”
I’m not.
The power creep is so kittening unreal in this game, it’s not even funny. And all they’ve succeeded in doing, is pushing it further.
Should a normal thief auto attack deal 4200 damage crits on a class with 17k HP?
Is this not absurd to anyone else? Because idk if you guys have noticed, thief dagger auto attacks are kittening fast.
I remember reading that in pve, without buffs or anything, the thief’s dagger AA has the highest DPS in game compared to any other weapon and any other class.
but I read that over a year ago, so they must’ve forgotten about it
in all honesty i think Protected Phantasm trait was an attempt at making shatter viable in GvG, and it just got left in there because nothing better was suggested
op, just like the venom buff imo.
just revert to less unblockable stuff and less blocks and invul in general.
i remember when the warrior signet that allowed unblockable hits was one of the main moves that was unblockable.
i remember when it was a big thing when necro marks were unblockable when traited.
we’d have a better chance if we just asked the developers to copy and paste the druid code over the mesmer traits.
i put in my two cents, hoping she’d read it. your changes seemed to reach for the stars, but honestly mesmer needs something other than glassy interrupt builds and condi trash.
And Gaile if the mesmers still have your attention, just one more question:
Why haven’t the utility phantasm skills had a serious consideration to be buffed? by buffing, i merely mean reducing the cast-time of the phantasms, 1.5s is far too long for any phantasm skill that could just get killed in aoe or LOS immediately after casting! I love these skills, it’s just hard to use in a world full of hard cc and abundant blinds, especially when the skill could just be countered by a little indirect damage.
I perfectly agree and already suggested it in the past… But instead they made iDisenchanter attack every 2s…
wich was quite good aswell tbh – was a huge buff but somehow it’s impact is still too small – or rather – other skills are simply better :/
i can only argue the phantasm utility skills could rival traditional ones such as decoy/blink if it had a shorter cast time, 1.5s is just too much for anything, most elites that any class need to cast hardly take that long.
update: much more effective using your double sceptre tactic, i now run scep/torch + scep/shield and it’s owning even the zerker+troll+condicleanse builds in hotjoin
very fun to watch.
i’m currently testing a similar build using sword/sceptre+torch/sword OH and staff. sceptre seems to be quite superior however in terms of condi synergy, however.
i run 1 or 2 phants in util slots with healing signet+inspiration traits for continuous healing. i also trait phantasms so that every one shattered gets -2s reduction on any phant skill CD, PLUS phantasm resummoning with chrono traits.
if you have at least 2 phantasms summoned, you get extreme cd reduction to the point that you’re spending 90% of your time summoning more phantasms to attack and let them shatter on opponents. that’s basically the rotation.
my experience with the build so far:
infinite alacrity uptime WITHOUT WELLS + constant condi pressure on 1 or more opponents + constant healing from signet+shattering + condi removal using disenchanter phant + shattering traited + toughness from merc or rabid amulet + near constant phant defender effects
i rarely find that i even need to switch weapons to gain access to new summons or moves that arent already CD-ed, just need to watch that im not summoning over the limit of 3
so far in spvp i’ve outbunkered about everybody and held home points and mid points without needing to rely on stealth or pu. the only trouble ive had in anything pvp was 1v1’s with a superstealth+regen thief, but i still got him as long as you stay out of blind and keep summoning while hes not stealthed
I agree, moa every 50 seconds 3 times with Signet of illusions + mad condis ( 30 stacks of cripple, 25 immob + 5 stacks of fear + mad bleeds with all your phantasms that never die ) + nearly unkillable illusions + through the roof condis removals from inspiration ( and here I thought shoutbow was immune to condis ) + 7 to 8 ccs chained together + perma invis ( WTF is even the point of thief?!?!? ) + instant one shots on short CD ( alacrity OP who even thought giving only 1 class something this OP was good?!?!? ) + 25k health or MORE. I don’t see how anyone can defend this mesmer OP. The second they got a unique mechanic like alacrity is the second anet stepped out of the shadows and showed they biased towards mesmer ( not like we didn’t all know from launch mesmer is there baby ). Time for some other class like ele to get a chance in the spotlight plz ty.
how many traitlines do you think we get, you just described a mesmer using the traitlines of Illusions, Duelling, Chaos (and multiple traits that you can’t choose both of from this line), Chrono, Inspiration, and Domination.
i think i’m starting to realize, after rereading this trainwreck of a paragraph, that this is probably a troll
and nobody competent runs moa, only trolls; stop complaining about hotjoin gameplay.
Moa has been used in pro league multiple times this season.
it’s spelled chronobunk
and idc if moa WAS used in pro league, you sure as heck aren’t playing anybody of that caliber, otherwise you’d know it and wouldn’t have made this whole thread in the first place, asking for mesmer to stop bursting so hard qqqqq
I think all i’m seeing from the first few posts on this thread is a bunch of people that have never played mesmer, trying to play against mesmer.
“nerf shatter,” makes me laugh. shatter, condi or not, is one of the most easily avoidable bursts, play a glassy shatter mesmer for once and lemme know how you do trying to lock down and hit your opponent with 8 or more clones in the span of a few seconds and then you can talk about how shatter needs a nerf.
shatter is pretty much all we have at this point. chronobunk is done, chrono in general is hanging by a thread, phantasm is dead, nobody uses it, PU is trash and will never be seen in spvp due to inability to cap and too varied boon on stealth and no support.
PS if you’re getting killed by a single GS-shatter combo, try running something other than glass thief at 50% health.
and nobody competent runs moa, only trolls; stop complaining about hotjoin gameplay.
(edited by Spanny.9256)
Anybody else share this opinion? The effects of these phantasms are actually quite significant to run in a build, pvp or not.
just please, idk why this hasn’t been referenced before,
PLEASE reduce the 1.5 SECOND cast-time on phantasm utils like disenchanter and defender, this is unecessary and limits build variety.
i’m totally willing to try these utilities out if I wasn’t worried about getting hard cc-ed every time i tried to cast it.
I love the effects and attack times of these phantasms, it’s just that it can be pretty difficult to get them out when you’re fighting a high cc class or in a teamfight.
I mean, the highest cast-time we have for phants on weapons is 1s, and thats pistol OH.
more build variety please, i like the idea of constant phantasm uptime given a combination of several mesmer traits, but i need more than 2 phantasms on weapons to do so to make it viable.
I think we all sort of forgot, pre 2015 patches, that it was normal for thieves to easily down non-bunker mesmers, because it was widely received that thief generally trumps mesmer.
after the recent patches and elite specs, mesmers got a taste of what it’s like to burst down the thief, to let the hunter become the hunted in a way?
now it’s reverted, and we’re left to post on forums about how it makes us sad inside
most of the stuff i cast is pink, so.
if you get phawcked by anything pink it’s just automatically +1
so the wins really are more valuable
most of the stuff i cast is pink, so.
if you get phawcked by anything pink it’s just automatically +1
so the wins really are more valuable
but really, so many of our phants are just trash..
torch 5, disenchanter, defender, focus 5,
staff 3 could defintely use a buff or something, cuz the attack is underwhelming for a primarily condi-based weapon that MIGHT get one hit if the kitten ai is accurate enough (and by watching the paths the mages projectile takes, the enemy better be standing on the exact same elevation no more than 300-450 range away from the phantasm, otherwise it’s a complete and utter whiff)
the problem is that during this you’re probably not ever capping a point, ie why you only have 50% wins because you’re wasting your time in stealth literally waiting for an enemy to die, or you’re just merely surviving a thief, that is, if smart, will just shadowstep away because it’s a waste of his/her time trying to down a pu mes that isn’t contributing cap points.
Worse case scenario is when you are moving and juking clones.
If you’re setting up your illusions to hit the ele with 1s+ gaps between each other so that trait procs, you should either be not worrying about a silly diamond skin ele because that’s mad complex shatter setup for one enemy, or you might want to get better at shatter-bursting with mesmer, cuz in any burst that trait won’t do crap when they get hit by 8 illusions in the span of a couple seconds.
3. illusionary reversion nerf to a requirement of two illusions
just a quick word, this trait never changed. there was always the requirement of 2 or more illusions needing to be shattered for this to proc; but i agree with your other arguments
I dropped the chronomancer traits ( the reason I bought HoT ) and am having some success with PU condi phantasm Mesmer atm.
literally everything that is wrong with this scenario;
-realize what a huge adv chronomancer is opposed to reg mes post patch
-spend $100 on hot pack that i dont use 90% of
-after current patch, revert to pu mesmer that literally every other class qqed about for MONTHS until anet caved and nerfed it to kitten
-daredevils still profit
I’m okay with the fact that I am mainly a pvp player, and in being so, will never receive the caliber of rewards and items that a PVE player has access to.
What i’d like to see, in the least, is that even though you’re playing a game that takes no requirements or levels, you’re still able to receive not only tomes of knowledge, but also the new hero points in order to account for training the new elite specializations in the real world and wvw.
I know i said i mainly play pvp, but i like to go out and play with my pve guilds and go wvw-ing with friends once in a while.
I’m no longer able to do that without basically playing a character that never purchased the HOT expansion package; i.e., i’m not playing with the elite specializations that i payed over $100 for.
That being said, i’m not looking to become a pve-er, spending hours hero point grinding/farming in the zones i’ve already explored on all 9 of my toons, getting the same hero point completions 9 identical times in a row, just so i can play with the elite specializations with my guildies and friends once in a blue moon in pve or wvw.
tl;dr: add hero points as a reward for the pvp reward tracks so i can train my toons’ elite specs and have fun at the same time for when i need to pve/wvw; this is much more favorable, as i have leveled nearly half of my characters to level 80 on tomes of knowledge alone from all the pvp rewards i’ve received; they’ve seen less than 1% of the gw2 map, and that’s okay because i’ve been there on toons before them.
I’ll make this short since plenty of you have much better things to do;
I’m not looking to make this a qq session for base specs but does nobody else get the feeling that the new elite specs are explicitly and grossly overpowered compared to ‘base’ or otherwise F2P specializations, and that this is more or less another incentive for players to spend $50+ on keeping up with other competitors in pvp?
frankly i dont see this as very fun, as to me it somewhat categorizes players, pvp or not, into p2p and f2p, which is not why i started playing and have continued to play for years.
I’m only seeing it as this way because i really wouldn’t think to buy the new HOT expansion because i don’t follow the story nor do i play pve or that kind of stuff.
i only play pvp, i’m one of those people.
i’m trying to stay positive without the HOT expansion and lack of access to the ‘shiny new specs,’ and tell myself that all this new stuff isn’t actually overpowered, but instead only seems that way because i’m not familiar with the new playstyle, and i cant become familiar when i don’t have access to it,
but it’s hard to stay positive when there’s these new moves that not only seem to burst crazy damage out of nowhere (just a quick example, the thief staff 5 that not only grants evade, but is also a very quick leap that has consistently hit 8k+ on me) , but a lot of these new moves have very flashy and extravagant graphics that seems to effectively obscure any sort of combat maneuvers, so as to leave the opponent thinking, “what even happened?” (chronomancer wells, reaper shroud moves, dragonhunter invis+traps+crazy burst, etc.)
tl;dr
is it just me or does anybody else feel this way having bought the expansion or not?
ps: you can skip the “why not just shell out the $50 you cheapskate,” because at this time, no i can’t. A poor college student trying to pay rent/groceries/gas is hard enough on my finances without impulsively spending on games and non-necessities.
I appreciate that the majority of the forum community of GW2 feels similarly about losing lunatic inquisition, but i’ve yet to hear a definitive answer as to why ANET actually chose to keep it out of this year’s halloween activities?
my account wasn’t born before that event, but it sounds fun.
i ended up making a thread about this in LS forum earlier, but the forum never posted it for some reason; seriously though, petition to bring back LunaQuisition!!
I literally have only gotten on recently to gear up and get hyped about getting a week or two to play my favorite gw2 halloween game.
I got on today, crawled out of my pvp hole, completed the clocktower in less than 5 minutes, and found out a couple minutes later via mapchat that theres “no lunatic inquisition this year…”
clocktower is only so fun when you complete it so many times, and i could care less about the mad king dungeon or real world labyrinth. i hardly ever do pve stuff, so grinding for gear or halloween bags isnt my thing.
Why in the world would you NOT include lunatic inquisition, when its one of the few halloween games (i would argue the only halloween game) that isn’t significantly focused towards material reward, but instead actual fun/entertainment?
90% of the new condition changes are to my liking, i even appreciate the passive damage that confusion really deserved; it finally feels good to stack 9+ confusion on a person, knowing it’s actually going to do some legitimate damage unless cleansed.
idk if it’s my opinion alone, but for the amount of damage a single stack of burning can do, and for how easily accessable/stackable it is for many classes, i find stackable burns to now be pretty overpowered.
i’m really not trying to make this a b!chfest, crying ‘condi op!!1,’ please understand that,
but when i’m able to pick up my dusty ele, run a troll(turns out its not so trollish) burn build, and down AND kill 3 individual enemies in less than 8 seconds in the clocktower(only stomping one, mind you), there has to be a problem.
i know i’m absolutely capable of cleansing the burns on my mesmer, but i didnt run my build to be condi cleansing; i built it to juke and kite enemies so much that i rarely get hit.
I didn’t trait/change utilities to take on condi necros/engies or other high condi applying classes.
unfortunately i now fear running into a single guardian, because even in stealth, i will get 2 or 3, maybe 4 stacks of burn on me, and i’m at 50% health FROM THE BURNS in mere seconds.
these are my experiences with playing, and playing against, frequent burn applying classes. I’d like to hear other people’s experiences and opinions though, please!
(edited by Spanny.9256)
2) i do specifically remember being a noob and playing longbow warr, dropping my burst directly onto a thief that was doing his special whirling steal attack that reflects projectiles, and my burst bounced off him and shot back at me.
so like do you have anything to actually contribute or were you not hugged as a child
gonna have to agree to an extent. (this is all in regards to pvp/tpvp/spvp/hotjoin)
-i don’t use phantasm builds because i don’t like phantasms doing all the work and its only superior in duels
- condi builds got nerfed and condi meta is for hoes regardless
– condi shatter is a fad; it’s fun for now, but people will catch on to how simple a counter it is like all the other condi builds
- PU is kittenty
- shatter is the only fun i have as a memser, and that is considerably underpowered compared to bursts other professions have.
couple that with the fact that you need 3 clones up AND all of them need to hit a target to even get a comparable result, is bullspit.
lemme repeat that: your mind wrack needs to hit 3 separate times in order to accumulate the damage remotely similar to a thieves stealthed backstab, all the while you’re either kiting around with the glassiest stats ingame or [blurred frenzy]ing for a moment in the fray, then quickly retreating for another 10-15 seconds, hoping someone doesnt actually target you. (and dont give me that “thieves have to do that too” argument because you and i both know well enough that thieves have more than enough mobility and stealth to get away from anything)
i know its a risk:reward ratio, but there are much more favorable ratios with other professions compared to mesmer.
(edited by Spanny.9256)
1) to start off, ‘I’ deem this a bug:
whenever a lunatic calls on a villager with a ‘mad king says’ emote, that villager’s weapon is immediately dropped so the villager can perform the emote.
2) i know this is probably a mechanic so that the emote utility slot-randomizer doesn’t mess up or something, but could it be remedied so that we villagers don’t just lose our item as we’re called upon with Mad King Says? it leaves us completely defenseless; i had the ripper and was cornered by a single ghost, all he had to do was use an emote on me to disarm the last standing villager.
3) some options i came up with off the bat:
a) keeping the emote utilities for the villagers to all utility slots EXCEPT for the first and/or second utility slots, allowing villagers to keep the weapon AND its use, or even putting the weapon utility in the randomizer’s selection
b) letting villagers keep the weapon instead of dropping it when we’re called upon to do an emote, just not giving us the option to use it.
i know this is probably a negligible bug at best, but this game is my favorite part of the halloween feature pack and i look forward to it when October rolls around.
please let me know your opinion/suggestions, or what you just think of the ‘bug’, its effects, as well as the effects of ‘fixing it’.
