Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.
The problem with this is that it looks good on paper, however in order for this to be really effective the amount of sustain clone generation is limited. So I'm not quite sure how this is going to play out long term, not to mention the fact that it wipes boon share on phantasm use off the map, which has more effect on pve than pvp. Also the fact that even with menders each clone only heals for 306, which isn't much in the grand scheme of things, esp for a grandmaster trait.
**Confounding Suggestions: **This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.
I can see the intention behind this change, however the implementation couldn't have been worse. If I had to guess, mantra of distraction was probably the biggest offender on this list of why they set their sights on confounding suggestions, however instead of going after the source "mantra of distraction", and redesigning you instead go after a trait and unintentionally nerf builds in collateral that were already in a good spot from a design standpoint. So now mirage thrust is nerfed, counter blade on off hand sword 4 is nerfed, the second bounce of magic bullet is nerfed, chaos storm is nerfed, and so on. I mean if anything why not just give the mantra of distraction apply immob instead of daze and then revert confounding suggestions? That way everyone wins, mantra of distraction is still pretty lethal, and the mantra and confounding don't interact with each other anymore, everyone wins.
Temporal Enchanter: This trait has been removed from the game.
I don't think too many people are going to be arguing over this change, popping portal was kinda a silly use to get resistance, the only viable glamour that gave you resistance imo was null field. It either to be scrapped or redesigned, they chose scrapped. Although I could see this having bigger impacts on wvw than spvp
Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:
I'm torn about all of it, the moving the skill to traitlines, and the tweaking each signet, but my biggest question is why take away the signet cooldown reduction? That's a pretty big nerf, for a now grandmaster trait you should of kept the cooldown reduction back in there, but that's just me.
Signet of the Ether: Grants increased healing.
So with no healing power you're getting a extra 1000 healing, but now a 30 second cooldown instead of 24. That honestly isn't worth it, it would be if the cd reduction was post patch.
Signet of Domination: Strips 5 boons. For a now 45 second cd signet without the cd reduction this needs to be unblockable for it to be viable, and to compete with arcane thievery on a much shorter cooldown, that's unblockable without traiting into a grandmaster.
Signet of Illusions: Summons 1 clone.
1 clone for a 60 second cooldown signet? Really? If anything it should give you three for a minute cd ability.
Signet of Inspiration: Hits 10 targets instead of 5 targets.
This is a wvw pve change that will never mean anything in spvp, great I guess?
Signet of Humility: Applies 10 stacks of vulnerability.
This just seems like you guys ran out of ideas, vuln? For a 180cd? Let it kitten immob the target or something, jesus.
Signet of Midnight: Cures 5 conditions from the player.
This is actually a good buff to signet of midnight, 1 out of 6 ain't bad, but you gotta pump those numbers up , those a rookie numbers.
Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.
No sane person on the planet would ever choose a measly 5% damage boost when it's up against shattered concentration. And I'm not asking to for you just up the damage, I'm asking you to make it comparable in terms of utility to shattered concentration, in whatever way shape or form that could be. I'm willing to give ideas in due time if you actually decide to go this route.
And the best for last.
Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.
What can I say about this? It seems that the vocal minority forums warriors have nerfed this trait, again. At this point I honestly wouldn't be sure as what's better, a 6 second icd to elusive mind or 6 seconds of exhaustion would be worse, I'm actually leaning towards an icd because atleast then we can still dodge while stunned just without breaking the cc when elusive mind is on cooldown, with this we are literally left with nothing. Even if they do change it to a 6 second icd, an easy way of showing when elusive mind is back up is to just just change the dodge bar color from orange to blue when it's ready. Not to mention the fact that by also doing this, you're also nerfing the condition clear as well with this, which is twice as bad. So yeah, I'd honestly rather see a 6 second icd than this. You effectively gutted the trait.
Thanks for reading