Ok thanks for the clarification, Ananeos. In the end I think it will only boil down to a matter of opinion. I may not really agree with you but now you finally made sense to me. Cheers!!
@Ananeos Well as it has been explained by savacli above, your complaints just show that you haven’t understand that Mesmer is about versatility and mimic of other classes. So yeah I will keep playing it as long as I am able to run dungeon, fractals and open world with it, without having to be instantly kicked out of instances by random pugs……….. @AlexShatter I agree with you to some extent and I wasn’t trying to make a general statement why players don’t play mesmer anymore, I was just responding to Ananeos post in which he stated that he’d better transfer his ascended to elementalist because the class makes more damages. But anyway we can pretty much all agree that alacrity nerfs were wayyyyyyy overtuned -_-
Oh I tell you why: because they like it, they like the mechanisms of the class, Ananeos. And if the really reason you consider worth playing a class is how much damage you can output, I really do not understand why anyone would want to stick with Mesmer.
My advice OP: ditch inspiration line. If you rely on a defensive rune you don’t need that much sustain with the inspiration. Furthermore, ditch the sword, and use the scepter, if you rely on blocks and also don’t forget to to take the traits in chrono that give you maximum uptime of clones and phantasms so that you can shatter more.
@rojoka You do realize as a mesmer that can you can use a torch, that you a have Pu, that you have mass invisibility, that you have decoy and that you can blink, right? If it impossible to you to traverse the map, why not use these abilities ? (Also I forgot, you can also have distorsion with signets, and you can trait stability on shatters).
Bug or not it was still overpowered and it needed to be updated….As for this thread what they could actually do is create a specialization tratline that focuses on the use of mantras. They could also tie it to the use phantasms and clones for which using a mantra empowers in some way the abilities of illusions that you summon and that are already on the field. Would be awesome, don’t you think?
Yeah you are right Zaoda, a troll/ignoring post is missing; I will be happpy to provide you one.
Here is my opinion:
Catering to everyones’ players playstyle is killing the content that Anet has put the effort in to design. Why is that? because when Anet gives too much choice, every player will always choose the quickest and cheapest way to obtain an item. When playeers have obtained that item or goal, then they complain that there is not much to do in the game because of how quick and easy it was to obtain this item or reach this goal.
That was the whole point of this expansion; give end game goal and a challenging content. I too never appreciated fractals to be honest….But I would rather getting out of my comfort-zone, improve my skills and playng for a long-term goal than repeating a dungeon in a mind-numbing zerker stacking way to buy a precursor off the TP that is necessary to forge a legendary weapon.. And now that fractal can be completed in a lesser amount of time, I am all up for them and it feels meaningfull to complete them.
Yeah it could be a good solution…Since it is instanced it won’t break immersion that much. Just put an additonal PoI location where the raid entrance is supposed to be and have characters being able to enter the raid instance located in major cities once said character have reached such PoI
Hmm lets try a lore-based argument.
OP, I personally don’t think it would make any sense to make map exploration as easy as tyria simply because it feels meaningless (and where there is meaning, thre is no enjoyment) to see a character progree into an unknown map in such an easy way. Core tyria allowed that. Why? Because core tyria population lived in these regions for more than 250 years
As a side note I would also add that I heard there was some problems with map completion (if it has not been solved in the last patch, tell me please), so no need to rush and no neeed to be impatient
I actually like the fact that you won’t be able to just spend two hours in the map and say “ok i have finished this map, let’s get to the others”. The important fact to also consider is that these maps are story-driven and not putting an emphasis on that in an expansion which consists of only 4 giant maps so far is really not fun.
When I see these maps I feel like exploring them with my alts, which is not the case when I consider the tyria maps which feel boring to complete once I have already done it with one character (of course I am not incriminating the quality design of GW maps in general)
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@verificus yeah totally. Ascended would be called “a requirement” only if the ui at the entrance of raid said “You don’t have ascended gear, you are not worthy”.
As for the introduction of raids, I am really not on the same page as you OP. I myself am a very casual player and I have also been introduced to what you call “online gaming” with the original GW. The fact is , you don’t have to raid, the legendary armor is not an increase in stats because it does not give better stats than ascended gear that was introduced like, correct me if I am wrong, 3 years ago. As a side not, you do realize you won’t be able to craft your legendary gear now because all raid wings have not yet been released.
If you fell put off due to the difficulty of raids, well wait for the raid experts to come up for the strategies and traits setup to later be able to complete them. It is not like if the released raid content will go away. And yes your skill as player will always triumph over gear stats simply because a skilled player who uses food with exotics will always be better than a meta dungeon stacking zerker wanabee, which was so easy to be since dungeon runs became so mindnumbing in the end
(edited by flog.3485)
As a gw2 player who lives in the suburbs from Paris and though I appreciate your support Op, your thread is clearly out of line for this forum.
IMHO, these forums are way too much public to speak about a tragic event that is not related to playing this game. if you wanna talk about it, I think the best is to keep it private or guildwise
The best you can do is using symbols to show your support.
I strongly disagree with you OP. Have you even thought this through?
If Anet did this, then there would be a massive outcry of players (and I would be among the first to complain) for purchasing an expansion, featuring the levelling of masteries that would be easily completed by farming these maps, which are not PART OF THE EXPANSION.
If you and other players have problems levelling these xp bars, why don’t you use banners or food or even halloween candies? With these the basic masteries to venture through the jungle and join the commanders for pushing the meta events don’t take that long.
No, no ,no I see all these complaints relating to Hot that I can sum up in one sentence IMO: people are impatient because it is new content and they are even more impatient due to lack of content in the months preceding the expansion
@Solomon, I 100% support what you said in your last post
On the side note, OP, I could agree with your proposition but it is wayyyyyy too soon to do that. In order to do that, the next expansion must be live.
Although I disagree with making map completion account bound, I think Anet could maybe implement a way to make map completion a lttle bit faster. Here is my idea: create a recipe in the mystic forge, some sort middle-ground solution for players
You collect items that are tied to a specific region in the world, you combine these items in the mystic forge and create a consumable that any character will be able to use. When this item is consumed, waypoints and only waypoints would be unlocked for a new character that would travel through a specific region, which consists of different maps. And as I see it, one consumable would unlock waypoints for one character, with varying untradable collectibles to combine depending on how many waypoints are going to be unlocked
A win-win situation: players who are bored with map completion have a way to speed-up the process and players who like to explore the world map with many alts are also happy.
What do you think about that?
Maybe E as Evennia in GW1?
Troll mode on/
Oh really?? could you please lend me your Delorean? :p
Troll mode off/
Have you even tried to play these raids ? have you even watched streamers trying to kill these bosses? Not saying these raids are tuned perfectly but still it feels and looks as challenging as what people experienced in marionnette fight, the destruction of LA and the LV chapter 2 update content….
i lreally don’t see why you would compare this to any dungeon runs lol
Some pretty interesting ideas you got there for improving the inspiration line
Therefore I would also like to propose some other solutions, off the top of my head, in order to improve the reliability of our phantasm in general: let’s make it a trait
The idea would be to make protected phantasm baseline, move mental defense in master to replace PP and create a new grandmaster, that will make phantasms unaffected by effects of fields, whether the fields are casted by allies or foes. The downside of this trait would be to have these phantasms take more damages when they are targeted with an overall decreased health
Apart from that I really like this traitline as I almost use it everytime
Yeah the best condi clear is to use inspiration or arcane thievery when traited imo
Although I think I would use these sigils when going a full condi-shatter spec in domination/dueling /illusion with a lot of crits chance to have some minor removal and survive the burnig of a guardian burst for example
On the one hand, I also agree with what Azathoth wrote, that illusions needed to survive longer against AOE cleaves, with immune to first attack and less AOE damage
On the other hand I kinda feel like the sustainability of the illlusions are increased when you take the inspiration line. So here is my question, don’t mean to offend you, do you guys ever run inspiration in pve content? Or the way to go is obviously Dom/duel/illus and I am a noob for not choosing it?
Because looking down at this line you can choose to make your illusion spawn with retaliation and increased health, make them immune when they first appear and also increase their survivalibity with superspeed and resistance. Isn’t it enough or did u, OP, created this topin with the inspiration line in mind?
On the subject of damages split between you and your illusions I kinda disagree with the buffing of our auto-attack…..I personally play mesmer because I want to rely on my illusions to make damage and because the I like rotation challenge of it. If I wanna rely on some auto-attack then I would rather play warrior or thief and this is the main reason why I don’t like these classes so much. I kinda feel like you want this increase because we feel cheated for the lack of survivalibility of our illusions and I would be very sad to loose that illusionist identity that is tied to mesmers in general.
As a side note I would also add that thre significative buffing of our illusions could be a nice concept to develop for Anet as a future elite spec for mesmers. What do you think about that?
I have to say I strongly disagree with you OP and frankly I don’t really understand why people (in that case you) keep wanting to make the game easier…..I do understand your points which look valid but in case you haven’t notice Anet never specified that getting ascended gear is required to clear the content raids offer
You must also understand that there is no gear treadmill in this game, it is all about cosmetics and crafting you gear up to ascended is just an objective that people set themselves (I personally have never bothered to finish the collection of ascended armors and so far I have never felt underpowered, having only one set of ascended for my mesmer)
I don’t understand your logic….Like you said it is all about skill and since it is so easy to get exotic armor with not much difference in stats between ascended and exotic, I really don’t understand why you make such a bid deal about it.
Even if you are right, there is absolutely no way that Anet looks at your post, thinks “Oh this player is right” and revert all the effort they put in for the last xxx amount of time they have been working for the design of these raids. NO WAY
ANet may have design HoT to be a horizontal progression, the fact is, the core game doesn’t revolve around that concept. There is a sense of levelling curve from lvl 1 to 80, which is even quite easy to get with tomes, and this sense of progression must be kept, no matter what.
“I also agree with your statement. I’m definitly against another dmg buff! What I wanted to say is that I want the new elite specialisations to be on a par with current specializations. Because the current meta ( which simply is about dmg maximization, and only takes support traits if it’s also a dps increase e.g. Water on Elementalist – this kind of thinking will NEVER change, although it may shift a bit) has it’s legitimation. So if you want to take an elite specialisation with mediocre Support and a fun playstile, I at least don’t want it to be a huge dps loss.”
Honestly making less damages with elite specializations is not that important because since it is new people will still play those anyway. What matters most here is how these specializations are gonna interact with core specializations and other elite specializations of all classes.
The way I see it is that Anet introduced these recent changes in order for elites to be on par with damages of core specializations. If they make elites too strong all people will only play speciazlizations and it will eventually create a gap between players accessing elites and those who are levelling-up: that would be a really bad move from Anet.
As a further note to killacam, I will also add that you don’t need to be very skilled in PVP or WvW to get an ascended piece. I remember testing some crapy unfamiliar mesmer build not even playing TPVP and get rewarded with a berserker weapon chest. I remember joining a ramdom zerg in WvW like a year and a half ago running a staff interruption build and getting an armor ascended piece on a ramdom mob by taking up a garrison……(The stas were crap but anyway I kept it and it turned out to be useful with the recent change…:D)
OP, uhmmm…..NO.
The last patch already greatly increased the damages of every classes of the game, so adding more damage would be too much and wouldn’t make the content of HOT hard enough nor challenging enough….
As for the chronomancer, since mesmer is my main, I could clearly see mesmers going domi, dueling and chrono: we already have the damage modifier in dueling, we go shatterer in GM domi, and use superspeed in adept on illusion shatter, alacrity 33% higher duration in master and phantasm respawn on shattering the first time for grandmaster.
As for the runes, I hope they will introduce new ones that will benefit the elite specs
What I think would be cool for confounding suggestions is to work kind of like the pistol trait in dueling. 100% chance to stun on adept trait is way too high I think so here is my proposition:
reduce the chance to 33% , increrse the cooldown trait to 10 seconds and give it a 25% ICD reduction when you successfully land a stun/foe. That way you still a major impact on teamfight without being too much overpowered
Only one thing to tell you Xenon: wait for the next beta to complain. No way you can get accurate POV on energy without experiencing it live
People complained about it with the beta that occured before but the main problem relied on low damage output. With higher damage now allowed maybe energy won’t be a problem after all
Honestly I think this trait is mostly used in PVP. In a classic shatter build with the lines domination, illusion and dueling, you wouyld then apply lot of on vulnerability on foes and get tons of might per shattered illusions.
What you can also do is go condi since vulnerability now affects the damages in condi builds. And this possibility could be applied in Pve builds I guess.
What is also interesting, in a PVP point of view, is that you could maybe forget about the illusion line and compensate the loss of might stacking through shattered illusion by taking the GS grandmaster trait, while still applying enough vulnerability on foes