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Chrono needs to have more time manipulation skills.


anduriell.6280

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For flavor and also mechanics.

  • Slowness pockets: AoEs where everything goes half speed while in the area. Player animations, CDs, projectile animations, Aoe pulses... Everything except the mesmer. The idea is to make the mesmer easier to be able to avoid attacks while in that area. Also there could be an skill which nullifies those areas, so ally chronos can cancel those skills.
  • Rewinds: Chono already has a self-rewind. Additionaly the skill to mark an enemy player/group of players so the chrono can "rewind" bringing them back to a previous HP/energy status while keeping the actual CDs of the skills used. This could be very useful to nullify heals, cleanses, boon applications. There could be one skill to rewind the HP/energy, other with stunbreak to rewind enemy positions of previously marked enemies.
  • Fast Forward: We already have Alacrity for allies, enemy marked would have speeded up the effects applied to them: Conditions would tick faster so even when cleaned they would do a few additional ticks, OverTime effects (shroud/ berserker stance / Avatar state / lich form ) would be consumed faster, Revenant facets would consume the energy faster....
  • Frozen time: All animations are frozen in time for a short period, this not only include players but also projectiles, animations, AoE pulses.. This could be an defensive PbAoE skill with stunbreak.

I think those effects would bring a lot flavor to the class and also a lot of new mechanics to the game making it more interesting.

I don't play mesmer as such i don't know if my ideas are good, What do you think?

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Some of these ideas sound quite overpowered.

For example, the rewind for the enemy. Being able to nullify the enemy healing skill after they successfully cast it with just a button would feel really oppressive.Making conditions tick faster is another example, people are already complaining that conditions feel too bursty since you can stack so many of them in such a short time. Now you want to make them burstier here by speeding up their ticks.

Thematically, yeah, these fit very well with how a chronomancer should be.But when it comes to balance, this all would be way too much and Anet already has a hard time balancing chronomancer how it is.

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@"Kodama.6453" said:Some of these ideas sound quite overpowered.

For example, the rewind for the enemy. Being able to nullify the enemy healing skill after they successfully cast it with just a button would feel really oppressive.Making conditions tick faster is another example, people are already complaining that conditions feel too bursty since you can stack so many of them in such a short time. Now you want to make them burstier here by speeding up their ticks.

Thematically, yeah, these fit very well with how a chronomancer should be.But when it comes to balance, this all would be way too much and Anet already has a hard time balancing chronomancer how it is.

Well the idea is you to mark an enemy, so the target gets an status icon which shows you marked so they also know they have been marked.That effect last for X seconds (let's say 6s for example) so you know any skill used during that time can be "rewinded" as such lost its effects. Which forces you to think if you really need to use that skill and risk to have it nullified or you can wait until the effect is gone.Also the Chrono would need to mark the target after a burst or in very specific situations, spamming the skill in any situation would do no good.A well which impact 5 targets would be very interesting in different scenarios as those would require to adjust the combat flow of the fight and not being a brainless spamfest. Still the chrono marks the targets but the last word is always from the affected player, they can choose to try to not to cast any important skill during that time.

Conditions need to be balanced accordingly to the nerfs to the healing skills, until that is done they are going to be op in any situation. But those effects ticking faster would change nothing to the final effect, they tick faster but also are consumed faster in the end you receive the same damage, only impact if you are going to cleanse those you may get a tick or two more.

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@anduriell.6280 said:

@"Kodama.6453" said:Some of these ideas sound quite overpowered.

For example, the rewind for the enemy. Being able to nullify the enemy healing skill
after they successfully cast it
with just a button would feel really oppressive.Making conditions tick faster is another example, people are already complaining that conditions feel too bursty since you can stack so many of them in such a short time. Now you want to make them burstier here by speeding up their ticks.

Thematically, yeah, these fit very well with how a chronomancer should be.But when it comes to balance, this all would be way too much and Anet already has a hard time balancing chronomancer how it is.

Well the idea is you to mark an enemy, so the target gets an status icon which shows you marked so they also know they have been marked.That effect last for X seconds (let's say 6s for example) so you know any skill used during that time can be "rewinded" as such lost its effects. Which forces you to think if you really need to use that skill and risk to have it nullified or you can wait until the effect is gone.Also the Chrono would need to mark the target after a burst or in very specific situations, spamming the skill in any situation would do no good.A well which impact 5 targets would be very interesting in different scenarios as those would require to adjust the combat flow of the fight and not being a brainless spamfest. Still the chrono marks the targets but the last word is always from the affected player, they can choose to try to not to cast any important skill during that time.

Conditions need to be balanced accordingly to the nerfs to the healing skills, until that is done they are going to be op in any situation. But those effects ticking faster would change nothing to the final effect, they tick faster but also are consumed faster in the end you receive the same damage, only impact if you are going to cleanse those you may get a tick or two more.

The rewind would still be problematic in my opinion.

For example, this rewind skill alone would render some other skills like A.E.D. completely unplayable.A.E.D. itself requires timing, since you need to take lethal damage to trigger the big healing.

If the enemy is low health, you cast the rewind debuff on them and A.E.D. as a healing skill becomes completely useless at that point. Either the enemy doesn't cast A.E.D. at all and will get killed as a result or they are using A.E.D. to prevent the lethal damage just to get rewound to the state before the big healing, being low and again will get killed in a heartbeat.

For a player using A.E.D., there is no correct play here. All they can do is accept that the existence of chronomancer forbids them to use that specific healing skill.Also: thematically, it doesn't make sense that such rewind wouldn't restore cooldowns. Your own self rewind also restores your cooldowns, why shouldn't the rewind on enemy? At this point, you just want all the advantages of a powerful mechanic like a rewind without taking the disadvantages alongside.

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Extremely overpowered. These skills are all like the best CCs on steroids.

Get someone low on health, cast rewind and they are dead. No counterplay one way or the other. They do nothing they die, they heal themselves, you rewind them and they die.

Frozen Time is like a Super Chill AoE that effects all actions, AoE projectiles and has a stun break? Sure, just needs a 240s CD.

Fast Forward. This could be like a kind of boon rip that makes all boons expire faster. Not condition ticks though as that makes condition too bursty. Possible.

Slowness Pockets could work if it was just Slow. Not what you are describing, as slow only affects activation and animation (opposite of Quickness).

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@Kodama.6453 said:The rewind would still be problematic in my opinion.

For example, this rewind skill alone would render some other skills like A.E.D. completely unplayable.A.E.D. itself requires timing, since you need to take lethal damage to trigger the big healing.

If the enemy is low health, you cast the rewind debuff on them and A.E.D. as a healing skill becomes completely useless at that point. Either the enemy doesn't cast A.E.D. at all and will get killed as a result or they are using A.E.D. to prevent the lethal damage just to get rewound to the state before the big healing, being low and again will get killed in a heartbeat.

For a player using A.E.D., there is no correct play here. All they can do is accept that the existence of chronomancer forbids them to use that specific healing skill.Also: thematically, it doesn't make sense that such rewind wouldn't restore cooldowns. Your own self rewind also restores your cooldowns, why shouldn't the rewind on enemy? At this point, you just want all the advantages of a powerful mechanic like a rewind without taking the disadvantages alongside.

So rewind is a hard counter against AED and that is good as there is no real counter now. Let's put it the other way around:

  • Right now AED makes players to stop attacking the Engie while the effect it's live (5s)
  • Herald heal is similar: Infuse light makes the player to stop attacking the revenant.
  • Warrior also has a healing skill which works in similar way.

A marked target would need to avoid all attacks by evading or moving away during that period (X seconds ) and using short CD skills to heal/sustain as risking the mesmer to rewind the combat. It is doable it would just need the players to get used to different mechanics.

Also those skills can be balanced in : range/duration of the mark effect/ CD.For example:

  • Rewinder is reworked to apply this effect. 1s of rewind mark for each clone (max 3s) . Single target. 30s CD.

  • Well of Recall is reworked to apply to effect to a group of enemies. 6s rewind mark to each enemy. Wells have a similar mechanic as necroshades as such have 1 second arming time. Pulses once. Unblockable. CD increased 40s.

  • The elite Gravity Well could be the one applying the Time Stop , 1 pulse 3 seconds where everything is frozen in place in that area. Breakstun to be able to break out from the area. CD 90s Same effect as the existing one, but with more flavor that also freeze in place projectiles/aoes/etc... As such a different mechanic than any other one existing for other classes (no replacement)

Etc.....

Chorno doesn't need to have those skills in short CDs, The wells could be reworked to have an adequate CD related to the effect, the skills may have an small windup so allows evading. There are many ways this effects could be present in Gw2 and still provide a fair gameplay.

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Only Slowness Pockets (Everything is 25% slower for 3s on a 40+s cooldown) and single target Fast Forward (Everything is 33% faster for 3s on a 30+s cooldown) would be okay. Rest are overpowered, hard to balance design.

Oh and maybe a skill that "freezes" enemies for 3s but also makes them invuln while they are freezed would be ok.

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Anything that doesn't work within the existing framework of mesmer needs extra work done by the devs. If you expect them to implement potentially gamebreaking changes then there better be counters to it in the existing set of skills available to other classes.

Also because the core functionality will exist in both PvE and competitive (PvP/WvW) I highly doubt any of these changes are reasonable.

Slowness pockets: you're asking for AoE slow essentiallyRewind: a server load nightmare and nearly impossible to balance properlyFast Forward : not sure how you expect them to implement this without major amounts of workFrozen time: you essentially want a swirling winds/winds of disenchantment type AoE that stunbreaks , which means it's going to be mainly a defensive skill

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  • 2 months later...

Sorry this post is just hilarious u r asking for buffs when long time mesmer mains r just hoping there wont be more nerfs. If u look at the history of mesmer patch notes it has been nerfs over nerfs over nerfs with no significant buffs. I think most of them were tradeoffs like the last one where they allowed chrono to have a no clone shatter but in return our multipliers across all shatters r nerfed and chrono no longer has distort.

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