Showing Posts For ToxicToothpick.4396:
I agree with all of those.
(Even though I already covered some)
(edited by ToxicToothpick.4396)
I agree on Illusionary Leap. It just feels awkward. I would almost like it if it was reversed and you leapt, but the Illusion stayed, so you could almost use it similar to the Thief’s Sword 2 skill as a gap closer that turns into an escape. Your idea works well too, and might make it feel more ‘tricky’ and more likely to fool enemies.
Personally, I don’t think shatters should break Phantasms, but maybe that would be overpowered.
If it made a clone and you lept it would be too obvious what one was real and what was the clone, where as making a clone then you and them both leaping would be properly confusing.
If Shatters didn’t break Phantasms it would be more of a nerf then a buff. Shatters are great finishers for Phantasm damage builds.
I love Mesmer, but I feel a few improvements could be made.
I don’t fully expect each one to be used, and I have no doubt some have been mentioned, but I feel better having gotten my feedback out there.
Illusionary Leap
- One of the most awkward gap closers. The range is poor, as with other gap closers, but since it does NOTHING if out of range, it suffers more for it. The clone also tends to die quite often before you can swap places, and the cast time is clunky.
- Instead of the current functionality I propose the following: It first makes a Clone. Teleporting you a small distance or not, same as any other clone, and then you AND the Clone both use a leap forward attack, similar to the Guardian’s Leap of Faith (only without the blind and possibly less damage). If you are out of range, no Clone is created but you still leap foreward (again, same as Leap of Faith)
- This would improve the ‘flow’ oh melee gameplay, as well as make it not entirely botched if the enemy moves slightly before casting.
Clone Counter
- The current three dots that fill up to tell the Mesmer how many Clones and Phantasms they have serves it’s intent to a small extent, while not totally eliminating the need to try to hunt down what clones you have active.
- I propose: Have each little bubble instead be a little Icon. For Clones it can remain a solid circle, but for Phantasms it should be an icon indicating what Phantasm is out.
- For example: If I had 2 Illusionary Duelists and 1 Illusionary Swordsman, instead of 3 Purple dots, would see 3 dots, one with a small Pistol icon, and the other with a Sword icon.
- This would serve to make clones more manageable, and mean you can tell at all times what phantasms you have, making combat management somewhat easier on Mesmer without improving or altering power whatsoever.
- As a secondary idea: Have the dots empty out as the Illusions take damage. So a Illusion missing half it’s life would have half of it’s dot emptied, similar to the player health bars (but not needing to be as smooth)
Finesse
- Illusions that die as a result of thier target no longer being alive should use /bow before they die (their death coming near the end of the animation)
- this would simply provide flavor and flair, and suit the Mesmer style perfectly.
Clone vs Phantasm
- Clones that are generated semi-passively should not replace Phantasms.
- This includes Clones generated from the Scepter 1 attack, as well as the Dodge trait.
- Having to avoid these abilities as they will cut your damage down is just silly, and makes management of clones very awkward in dodge-heavy situations when you are using Phantasms for damage (aka PvE)
Moa Morph
- While I realize it is an ability carried over from Guild Wars 1, that does not mean it should be exempt from improvement and diversifying.
- There are many MANY instances of the player being turned into an animal during quests and events, so I propose that Moa Morph be replaced with an ability that has identical functionality, but turns them into a random animal, not always a Moa.
- Animals could include: Cow, Pig, Turtle, Chicken, Rabbit, Grub, Deer, and any other normally neutral animal.
That is all for now. No promises I won’t add more though.
This one is simple but:
Remove level scaling from the area outside of dungeons.
It would allow players to see the actual level of people wanting to enter the dungeon, and save a few surprises.
You forgot to mention that using the Underwater Downed 2 skill will lock the Mesmer in place until they either Rally or Die.
Were you by chance fighting Risen?
They will Cripple themselves.
Heck I WISH they were MORE visable.
It’s hard to tell between a shatter and a normal death. Only difference I could really see was that they animate before exploding.
I was hoping they’d actually explode, or shatter, or SOMETHING and not just use /roar and then die.
What is a Mesmer who is pretending to be a Clone and with, presumably, 3 Clones already out going to do in the way of damage?
If someone is down to half health by the time they find the real Mesmer, then they’ve been looking for so long that they probably deserve to lose the fight because they have already been out-played.
I know the tricks for PvP to fool players, and it is enjoyable at times, but having them all dodge would not detract from that in the slightest and would actually add another layer to it all.
I have a few issues with my Mesmer that I feel both could be solved by a fun addition.
The first issue is PvE damage. Against most bosses I can have a bunch of Phantasms out allowing me to do decent DPS and contribute to the fight. However, any enemy with AoE (Giants are a HUGE issue) will kill all my Phantasms automatically without even trying and shut my DPS down significantly.
The second is PvP. Clones are to fool people. No one is fooled by clones standing still and being durps. This would help that as well.
The idea is simple:
Have all active Phantasms and Clones Dodge in a random direction (preferably avoiding cliffs, but the amusement factor may be worth it) whenever the original Mesmer does.
This would increase the skill ceiling to Phantasm DPS builds bu making the Mesmer have to watch for large AoE attacks and properly time a dodge to keep all clones alive, as well as allow for some confusing PvP antics.
What do you think?
The WvW kill requirement for Monthlies should be changed to all PvP kills
in WvW
Posted by: ToxicToothpick.4396
I, as a PvPer agree.
I don’t like players being forced to do something they are likely rubbish at as part of a pve goal. It lessens the experience for me.
With no rewards for winning in WvW, wouldn't it be advantageous to be lowly ranked?
in WvW
Posted by: ToxicToothpick.4396
I agree.
Having everyone that partook in the week long battle receive a large shinny chest if they won full of awesome and unique loot would make WvW perfect.
Even the losers could get chests with less amazing gear.
Maybe 1st place gets 2 pieces of unique WvW gear, 2nd gets 1, and 3rd only gets generic look.
A full WvW Set would be very impressive.
I’d prefer not at all.
WvWvW needs Gold costs for seige equipment, keep/castle upgrades, and repairs all removed.
Siege Equipment and Upgrades are mostly bottlenecked by Supply, a resource that the enemy can inhibit and allies need to work for in WvWvW.
If you were to fail to take/hold a castle due to not having enough gold because you didn’t farm in in PvE before hand that isn’t fun gameplay nor is it the ability of the enemy or the weakness of your team that caused the failure.
All costs on the matter should be gameplay related.
Repairs also need to be free. The damaged gear isn’t an attrition of any sort, as the walk back and hopeful lock-out of new defenders is the real troop attrition. Repair costs are just an annoying cost that you can hardly make back from events.
In PvE:
It turns them into a Moa that still does massive damage if they are a Champion/Vetren. If they have a rather simple attack pattern, Moa Mode can actually make them MORE powerful because it is harder to predict.
In PvP:
Moa Morph quickly loses power the more times it’s used, as the targets will actually at some point read what the skills do. You have a Daze as a Moa. You have decent damage and some other decent abilities. You’re not at all helpless.
It’s way more of an issue for Engineers and their kits.
With the Trait to have Mesmer Clones cause Confusion when they die, they seem to explode with the wrong graphic!
It appears as a generic grenade/land mine style explosion, instead of something that would suggest confusion and trickery.
I am not 100% sure it’s a bug, but it sure does not match the rest of the classes asthetic.
I didn’t see or have access to any chest after killing The Shatterer and no event reward popped up.
I spent the entire fight beating down one of his legs, had three Illusionary Duelists out each doing considerable damage, used Time Warp and saw numbers the entire fight.
I am also level 59 so was downleveled, so it was not an issue with that.
So either there’s a bug here, or Mesmer DPS is so horrible they can’t even do enough damage to be counted for events.
Either way there is an issue here.
Mesmer have a few issues from what I have played.
AoE of any sort will shut a Mesmer down hard, becuase Illusions can’t take any damage as all, unless the Mesmer wastes a Utility slot on the Signet. Even if they do most AoE still one shots them.
All three heals are worthless. I only have played a Necromancer and Engineer besides Mesmer and both has VASTLY better healing abilities.
All three Elites are situation and have fundamental issues. Moa Morph is useless for pve, because veterans and champions still do a ton of damage of a Moa, and it lasts much less time. Time Warp is useless outside of a massive group, as the lack of cooldown reduction means it only really boosts most peoples 1 (and heal times), but it is still probably the best. Mass Invisibility is worthless unless perfectly coordinated and even then it’s pretty ‘meh’.
I use Sword/Pistol and it’s really lame to have the majority of my damage tied up in my Illusions who die if they are sneezed on. Often times my first duelist will die before even doing their first attack, and then my damage is nothing unless I can make another (and hope it lasts longer). With 3 Duelists out damage is amazing, but any aoe and it all ends.
I did it a a 4th and 5th time.
No bug but I disconnected both times (once was my own internet) and had to restart both times.
Don’t want to try again because I suspect I will just encounter the bug again.
Welp, just tried a third time.
It worked up to the catacombs, and then I got disconnected and before I could see if it would get stuck again. So that means I have done this quest 3 times, and am finding it very hard to bring myself to go for a 4th.
Does not seem like a bug so much as a change.
Are you a Warrior using Vengeance? Vengeance revives you have a few seconds, then instantkills you the moment it expires.
Were you downed twice prior? If you’d been Downed three times in a short duration you will instantdie the next time you should go down. It’s also not uncommon for a mob to chunk off half your life in a single blow.
Not a bug.
Traits are not supposed to change the game in such a degree as to make a Necromancer with 5 pets into a Necromancer with an army.
Like similar traits/talents in many many similar games, they are made to be small temporary pets that do some damage before they die as a bonus to things you are already doing.
They should NOT be the focus of your game play, or even really paid attention to, as they are made to be small temporary bits of extra damage.
[ Spoilers will be here! ]
I have attempted the story quest “A Light in the Darkness” (Level 55) twice now, and have no had the heart to do so again since.
Both times the issue arose from the Necromancer Slyvari (forget his name!) not talking to the Pale Tree Avatar when approached.
The first time was just outside what appeared to be a crypt, and the second time was just before it shows the ghosts of Destiny’s Edge arguing.
Both times I was unable to continue and had to relog, getting booted from the instance and having to start the entire quest over again.
Wow that title is a mouthful.
Anyways, there’s a rather serious bug with Mesmer Downed abilities while Underwater. Using the Clone creating ability will cause you to be unable to move.
This happens every single time so it should be rather easy to replicate.
Not sure what else I can elaborate on, as it is a ‘cut and dry’ bug, so to speak.