Changes to improve mesmer (Buffs, Nerfs, QoL) - Page 2 — Guild Wars 2 Forums

Changes to improve mesmer (Buffs, Nerfs, QoL)

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  • Odik.4587Odik.4587 Member ✭✭✭✭
    edited March 29, 2019

    @Quadox.7834 said:

    @Odik.4587 said:

    @Invictorum.7643 said:

    @Quadox.7834 said:

    @Invictorum.7643 said:

    @Lincolnbeard.1735 said:

    @Mydnyght.5026 said:
    As a power mesmer I'd say remove the plasma steal from thieves to start with, they already have enough mechanic to hunt mesmers.

    I agree, plasma is one of the most kitten things in game, it's absolutely disgusting.
    Guess it is the perks of being the "favorite child" to have the most unfair fight on game.

    I suggested to remove plasma on some pvp threads but this one is about buffs/nerfs on mesmer.

    What would you replace it with then? Every steal skill has something to do with whatever you fight.

    The hell does "all boons in the game" have to do with mesmer?

    To my knowledge, Mesmer's kit is the most broad in terms of boon application. The class has several abilities and traits that can apply almost any boon in the game, so it would make sense for the stolen item to play off the mass boon application theme.

    Plasma been since release. What it has to do with mesmer boon application once again ?
    Chrono bunker that can do it with chaos? What about firebrands that solely apply every boon and 25 might stacks and only thing they cant is alacrity ,may be they should add 'consume plasma' from guardians now ?
    Most of stolen skills are pretty much useless againt classes who got stolen

    Yeah why is guard stolen skill a daze and mesmer is a boons, if anything it should be the opposite.

    And engi stolen skill is etheral field + inflict random condition. That sounds like quintessential mesmer if you ask me.

    Remove plasma and call it "throw plasma" add a bit more range and add something else for the engineer? Like something with a wrench , like throw it for a daze or smack it for a short stun. Less stupid thing than a 'consume plasma' .But thats never goin to happen so whatever

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Curunen.8729 said:

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    I havent played that so no clue :confused:

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Curunen.8729 said:

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    This will take anet 8 years to develop, better add something simpler.

    // Yanim

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Quadox.7834 said:

    @Curunen.8729 said:

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    This will take anet 8 years to develop, better add something simpler.

    Bad news. They aint reading for kitten mesmer forums when its comes to balance and whatnot

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Quadox.7834 said:

    @Curunen.8729 said:

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    This will take anet 8 years to develop, better add something simpler.

    lol, that's a fair point.

    @Odik.4587 said:

    @Curunen.8729 said:

    @Odik.4587 said:

    @Curunen.8729 said:
    On that note regarding Steal and mesmer - how about it is something like creating a thief illusion? More health than a clone and that deals reasonable damage - similar to mesmer's 6 skill in Snowball Mayhem that summons a clone.

    Well... sounds like thief stealing anime series from mesmer pocket and learn shadow clone jutsu ... with improvisation there going to be army of thieves.... and steal recharge trait... how about no? :D

    Have you played Snowball Mayhem? The mesmer 6 clone is slightly tougher than normal clones and deals direct damage auto attacks, but doesn't last long and can still be killed fairly easily (just not as tissue paper as normal game mesmer clone) - so even with Improvisation thief would get at most two at any time, only auto attacking for damage with no other class synergy like mesmer has. I think it would be both more thematic and balanced than plasma.

    I havent played that so no clue :confused:

    Sadly only available during Wintersday, pretty casual and large teams, but IMO is more fun/balanced pvp than normal pvp. :)

    Warrior has best 6 skill there though. Mesmer 6 is useful for duplicating gift carrier, but otherwise on it's own its basically a tougher clone that deals direct damage from auto attacks - does nothing else.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭

    Ectoplasma grants chaos armor for 3sec.
    They're always complaining about chaos armor so enjoy the opness B)

    The degenerate

  • Safandula.8723Safandula.8723 Member ✭✭✭✭

    Rework chaos

    make prepardness baseline plz

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Safandula.8723 said:
    Rework chaos

    In what way

    // Yanim

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭

    @Quadox.7834 said:

    @Safandula.8723 said:
    Rework chaos

    In what way

    Nerf I presume.

    The degenerate

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Quadox.7834 said:

    @Safandula.8723 said:
    Rework chaos

    In what way

    This, so much.

    List specific shaves to specific traits or highlight traits that should perhaps be changed.

    Chaos is one step away from being kitten, as it already got heavy nerfs last year on Bountiful Disillusionment and Chaotic Persistence with the Chrono problems - so while I would be in favour of potential side grade reworks to stimulate more active boon application I am not in favour of significant "nerf" oriented reworks.

    The only outlier trait is the one they recently added - Auspicious Anguish F4 reset - as far as I'm concerned they can delete and replace this with something else anyway.

    On the other hand I find it extremely weird they nuked Critical Infusion vigour in Duelling but did nothing to BD F2 vigour duration in Chaos... Though to be fair this is the only vigour application holding things together for mirage at least given how kitten Critical Infusion and Nomad's Endurance are since the heavy handed nerf.

    PU is out of date, Chaotic Interrpution is decent in the right build but by no means overpowered. Chaotic Transference is mediocre as is Illusionary Defence. Chaotic Persistence is just about good enough. Regen and protection minors are fairly insignificant given the icd and durations so I'd welcome new minors here.

    So the three real solid benefits in Chaos are Descent into Madness for chaos storm on heal, Manipulation trait, and Staff trait. Out of these already enough has been commented on modifying Master of Manipulation for better synergy with things like Mass Invis instead of reflect on everything, aside from that it is fine. Staff trait is perfectly fine, and likewise Descent into Madness is fine (though I personally believe fall damage reduction should be offloaded into the Mastery system in both pve and wvw instead of tied to a trait).

    Bottom line is any changes to Chaos need a very careful and precise consideration - which I'm not overly confident due to Anet's usual m.o.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Safandula.8723Safandula.8723 Member ✭✭✭✭

    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    make prepardness baseline plz

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    If you want to remove carry traitline NOW they have to revert pretty much all nerfs

  • Quadox.7834Quadox.7834 Member ✭✭✭
    edited March 30, 2019

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    That is clearly incorrect because cMirage is just as strong or stronger with chaotic interruption.

    // Yanim

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    I assume you, being a thief and against easy boon flooding, are against ectoplasma, right?

    The degenerate

  • Odik.4587Odik.4587 Member ✭✭✭✭
    edited March 30, 2019

    @Lincolnbeard.1735 said:

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    I assume you, being a thief and against easy boon flooding, are against ectoplasma, right?

    Tbh I'm tired of him complaining about mesmer everywhere he can as if I'd post in every thread how I hate brainless thieves and ppl who main it only cry all the time how bad they are at everything. Probably cant land steal so he never get plasma (p.s seen him in pvp lobby , he did play mesmer and judging by his reaction he was clicking on his skills)

  • Safandula.8723Safandula.8723 Member ✭✭✭✭

    @Odik.4587 said:

    @Lincolnbeard.1735 said:

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    I assume you, being a thief and against easy boon flooding, are against ectoplasma, right?

    Tbh I'm tired of him complaining about mesmer everywhere he can as if I'd post in every thread how I hate brainless thieves and ppl who main it only cry all the time how bad they are at everything. Probably cant land steal so he never get plasma (p.s seen him in pvp lobby , he did play mesmer and judging by his reaction he was clicking on his skills)

    OH boys. I'm also annoyed by ignorance. Got few friends thay play mirage(all Plat) and, all agrees mirage is broken. U ask for change suggestions? I give em, if u can't agree on a source of problem, that is ur thing, I rly don't want to get into conversations like this at that point(can get the same results, by talking with my cat).
    I can at least point out things that are broken on thief. Is consume plasma broken? Yes it is. Why? Cuz we need it to fight mesmers. In all topics I try to point out problems with mesmers and few of u just stand ur ground with "git gut nub". This lvl of ignorance is actually hilarious.
    Not gonna spend more of my time on that kitten, so no need to reply. Time to open kitten eyelids boys

    make prepardness baseline plz

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭
    edited March 30, 2019

    @Safandula.8723 said:

    @Odik.4587 said:

    @Lincolnbeard.1735 said:

    @Safandula.8723 said:
    https://wiki.guildwars2.com/wiki/Bountiful_Disillusionment
    Basicly this single trait is the reason why chaos mirage, bunker chrono in pvp are flooding in boons,, by literally face rolling over keyboard, and why chrono support in pve was broken for so long. Only becouse of this single trait, chrono was terrorizing meta in pve.
    Also some things like lesser chaos storm, some protect, and extended boon duration, that makes it hard to fight against. Access to boons should not be that easy.
    Solution? Not nerfs, just rework traits, so it encourage more interesting gameplay

    I assume you, being a thief and against easy boon flooding, are against ectoplasma, right?

    Tbh I'm tired of him complaining about mesmer everywhere he can as if I'd post in every thread how I hate brainless thieves and ppl who main it only cry all the time how bad they are at everything. Probably cant land steal so he never get plasma (p.s seen him in pvp lobby , he did play mesmer and judging by his reaction he was clicking on his skills)

    OH boys. I'm also annoyed by ignorance. Got few friends thay play mirage(all Plat) and, all agrees mirage is broken. U ask for change suggestions? I give em, if u can't agree on a source of problem, that is ur thing, I rly don't want to get into conversations like this at that point(can get the same results, by talking with my cat).
    I can at least point out things that are broken on thief. Is consume plasma broken? Yes it is. Why? Cuz we need it to fight mesmers. In all topics I try to point out problems with mesmers and few of u just stand ur ground with "git gut nub". This lvl of ignorance is actually hilarious.
    Not gonna spend more of my time on that kitten, so no need to reply. Time to open kitten eyelids boys

    So, BD needs a nerf because easy boons, yet ectoplasma, which are the easier boon access although broken is needed.
    You do know that mirage without chaos is trash, right? Because the profession which relies on evades has one of the least vigor access on game.

    BD could be nerfed in trade we've to get perma-vigor and BF revert.

    The degenerate

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited March 31, 2019

    BD is below standard since they nuked the stab to 1s and nerfed the might on F1.

    On core and mirage it isn't an issue at all. I'd argue chaotic interruption is stronger if not for the RNG boons that BD doesn't have to deal with.

    If Chrono is the issue then that should be looked at again.

    The only legit issue I have with BD (aside from the decorative stability) is vigour on F2 could be reduced BUT in turn Critical Infusion in Duelling should be reverted from the previous nerf. The rest of it is fine.

    Chaos is a boon line - even originally with the boon duration and toughness stats. It generates and increases boons - ie it is functioning exactly as its supposed to. The boon uptime on mirage and core are fine - and if anything carried by Chaotic Persistence otherwise would be kitten - eg vigour uptime is terrible without Chaos.
    Chrono just needs rethinking with things like F5 and chronophantasma - as it was made during a time as a fix for all core mesmer problems - but now many things have been fixed (ie phantasm rework) those are no longer relevant.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Lincolnbeard.1735Lincolnbeard.1735 Member ✭✭✭✭

    @Curunen.8729 said:
    BD is below standard since they nuked the stab to 1s and nerfed the might on F1.

    On core and mirage it isn't an issue at all. I'd argue chaotic interruption is stronger if not for the RNG boons that BD doesn't have to deal with.

    If Chrono is the issue then that should be looked at again.

    The only legit issue I have with BD (aside from the decorative stability) is vigour on F2 could be reduced BUT in turn Critical Infusion in Duelling should be reverted from the previous nerf.

    Talking about critical infusion
    Let's check similar traits:
    Vigorous Precision - on crit 5sec vigor 10ICD
    Renewing Stamina - on crit 5sec vigor 10ICD

    Now not so similar traits
    Primal Reflexes - on evade 8sec 8ICD - permavigor
    Feline Grace - on evade 5 sec 1ICD - permavigor

    So why the kitten Critical Infusion is on crit 3sec 10ICD? Is it because we're ANet's favourite child?!

    The degenerate

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Lincolnbeard.1735 said:

    @Curunen.8729 said:
    BD is below standard since they nuked the stab to 1s and nerfed the might on F1.

    On core and mirage it isn't an issue at all. I'd argue chaotic interruption is stronger if not for the RNG boons that BD doesn't have to deal with.

    If Chrono is the issue then that should be looked at again.

    The only legit issue I have with BD (aside from the decorative stability) is vigour on F2 could be reduced BUT in turn Critical Infusion in Duelling should be reverted from the previous nerf.

    Talking about critical infusion
    Let's check similar traits:
    Vigorous Precision - on crit 5sec vigor 10ICD
    Renewing Stamina - on crit 5sec vigor 10ICD

    Now not so similar traits
    Primal Reflexes - on evade 8sec 8ICD - permavigor
    Feline Grace - on evade 5 sec 1ICD - permavigor

    So why the kitten Critical Infusion is on crit 3sec 10ICD? Is it because we're ANet's favourite child?!

    Yeah this is one situation Anet really ought to relent and change it back - as they have already nerfed mirage cloak evade duration directly now.

    Shave vigour on BD F2 down to say 5 seconds, then buff Critical Infusion vigour back to 5s on crit with 10s icd.

    I mean it's on crit for goodness sake - eg depends on Precision, and has the 10s icd. 3s is a joke and one of the contributing factors pushing many people to need Chaos to make up for it.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Curunen.8729 said:

    @Lincolnbeard.1735 said:

    @Curunen.8729 said:
    BD is below standard since they nuked the stab to 1s and nerfed the might on F1.

    On core and mirage it isn't an issue at all. I'd argue chaotic interruption is stronger if not for the RNG boons that BD doesn't have to deal with.

    If Chrono is the issue then that should be looked at again.

    The only legit issue I have with BD (aside from the decorative stability) is vigour on F2 could be reduced BUT in turn Critical Infusion in Duelling should be reverted from the previous nerf.

    Talking about critical infusion
    Let's check similar traits:
    Vigorous Precision - on crit 5sec vigor 10ICD
    Renewing Stamina - on crit 5sec vigor 10ICD

    Now not so similar traits
    Primal Reflexes - on evade 8sec 8ICD - permavigor
    Feline Grace - on evade 5 sec 1ICD - permavigor

    So why the kitten Critical Infusion is on crit 3sec 10ICD? Is it because we're ANet's favourite child?!

    Yeah this is one situation Anet really ought to relent and change it back - as they have already nerfed mirage cloak evade duration directly now.

    Shave vigour on BD F2 down to say 5 seconds, then buff Critical Infusion vigour back to 5s on crit with 10s icd.

    I mean it's on crit for goodness sake - eg depends on Precision, and has the 10s icd. 3s is a joke and one of the contributing factors pushing many people to need Chaos to make up for it.

    BF revert back as well. Also engis have invigorating speed that gives them 100% vigor uptime alone and have similar 'nomad endurance' trait when they use toolbelt gives them 2s vigor and their toolbelt is not mesmer alike with 15-25-35-50s cd , lul I guess?

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Curunen.8729 said:
    BD is below standard since they nuked the stab to 1s and nerfed the might on F1.

    On core and mirage it isn't an issue at all. I'd argue chaotic interruption is stronger if not for the RNG boons that BD doesn't have to deal with.

    If Chrono is the issue then that should be looked at again.

    The only legit issue I have with BD (aside from the decorative stability) is vigour on F2 could be reduced BUT in turn Critical Infusion in Duelling should be reverted from the previous nerf. The rest of it is fine.

    Chaos is a boon line - even originally with the boon duration and toughness stats. It generates and increases boons - ie it is functioning exactly as its supposed to. The boon uptime on mirage and core are fine - and if anything carried by Chaotic Persistence otherwise would be kitten - eg vigour uptime is terrible without Chaos.
    Chrono just needs rethinking with things like F5 and chronophantasma - as it was made during a time as a fix for all core mesmer problems - but now many things have been fixed (ie phantasm rework) those are no longer relevant.

    Yeah, rework/remove chronophantasma then see what happens to chrono and balance accordingly

    // Yanim

  • Xaylin.1860Xaylin.1860 Member ✭✭✭

    @Quadox.7834 said:

    @Invictorum.7643 said:
    What would you replace it with then? Every steal skill has something to do with whatever you fight.

    The hell does "all boons in the game" have to do with mesmer?

    1-2s of Distortion? :#

  • Xstein.2187Xstein.2187 Member ✭✭✭
    edited April 9, 2019

    My Best Attempt at Unbiased Suggestions and Why (Edited Version 2.0)
    (please keep an open mind and read reasons why if you disagree) Please let me know what you think because I just spent a kitten ton of time on this and now have to wake up for work in 3.5 hours =)

    Traits

    Chaos

    Metaphysical Rejuvenation: Reduce Health Threshold from 75% to 25%

    Illusionary Membrane: Lower protection from 3 seconds to 2 seconds

    Reasons: I am almost never for nerfing core. However, Chrono bunker needs to be balanced out and the Chrono line isn’t bringing any meaningful defense traits besides shield, which has already been nerfed and is close in line with shield options of other classes. Additionally, I am not a fan of passive affects like these on any class. A passive is not skillful gameplay. But don’t worry, I will try to balance out the Chaos trait line nerfs to compensate for core being nerfed if you read on. A lower % health threshold also allows for more counter play and fewer uses.

    Chaotic Dampening: Reduce protection duration from 4 seconds to 1 second. Switch the places of ‘Chaotic Dampening’ with ‘Master of Manipulation’ in the Chaos trait line.

    Edit:
    I don't know what I was thinking :# , just nerf the protection produced by the shield phantasm to deal with bunker chrono
    I think this will be enough for bunker chrono, but if it is not, focus on power damage from scepter and chronophantasma.

    Bountiful Disillusionment: I will kinda come back to this one

    Master of Manipulation: See https://en-forum.guildwars2.com/discussion/71244/suggestion-master-of-manipulation-rework
    However, my favorite is the suggestion from Curunen.8729
    Master of Manipulation then goes into the old place of Chaotic Dampening

    Reasons: This trait doesn’t even synergize with all the manipulation skills anyway.

    Auspicious Anguish: Increase cool down to 90 seconds Delete this from the game. Move the new 'Master of Manipulation' into its spot and then come up with a very weak condi clear for a new major adept skill to take up the old spot of Master of Manipulation.

    Reason: You have to remember that if you are bunkering or playing defensively, you can now take both ‘Auspicious Anguish’ and ‘Chaotic Dampening’. I also tried to balance these traits out so they are viable, adequate choices in their specific categories of the Chaos trait line.

    Inspiration

    No changes

    Domination

    Confounding Suggestions: Diversion now becomes an ammo skill (kinda like shatter storm in the illusion trait line)

    Reason: This is only a suggestion that I don’t think is OP and is kinda cool and more usefull relative to the current Confounding Suggestions.

    Rending Shatter: Vulnerability is increased to 2 stacks and time is reduced to 4 seconds.

    Reasoning: I don’t think the original trait was bad. However, it has never been good enough to see very much use from many people as far as I am aware. If you are afraid of too much burst then don’t worry. We are going to reduce the burst from the chrono line to put some power back into the core trait lines instead of the elite specs while at the same time creating viable options and reducing the MAX potential burst available.

    Egotism: Remake into a weak condi removal trait.
    Mental Anguish: Revert March 27, 2018 changes.

    Reason: I am not a fan of basically point blank straight up damage boosting traits like these. I believe they lack creativity. Mental Anguish is also no longer a viable choice in the grandmaster tiers and adding a weak condi cleans spread out over different trait lines promotes more viable build diversity.

    Dueling

    Desperate Decoy: Either completely replace or reduce health threshold to 25% to match ‘Metaphysical Rejuvenation” and stop it from canceling other actions when triggered. If it is not possible to prevent cancelation with decoy, try to remove the decoy part and only give 3 seconds of stealth.

    Reasons: Mesmers have long complained about this trait negatively interrupting when not wanted, causing them to die, making the trait a hazard. Lowering the health threshold will at bare minimum decrease the chance of it going off unless truly intended if the devs for whatever reason can’t find a way to stop the skill from canceling your actions.

    Critical Infusions: Vigor is increased back to 5 seconds

    Reasons: Besides perhaps Scepter, condi mirage is already nerfed fairly hard and I truly believe an extra 2 seconds of vigor on crit won’t make it OP. However, the main reason is that it is COMPLETELY unfair to the class and core Mesmer. ‘Vigorous Precision’ and ‘Renewing Stamina’ both do exactly the same thing with 5 seconds of vigor on other classes. Additionally, there are many, many other traits on other classes that give 5 seconds or more vigor.

    Illusions

    Leave the Same

    Chronomancer

    Illusionary Reversion: Reduce required clones to 2 and put an internal cool down on it.

    Reasons: No one uses this competitively anymore and even before the May 16, 2017 patch, it only had a very niche use WHEN the old version of ‘Chronophantasm’ was paired with it.

    Danger Time: Either applying slow removes a condition (same reason as egotism in domination) or reduce critical damage to 5% and increase critical damage to 20%

    Lost Time: Reduce critical damage to 20%

    Reason: It might seem like a big nerf on ‘Lost Time’ but 100% is ridiculous when combined with other critical hit damage % modifiers Mesmer has access to and Chrono burst is too high, causing a lack of counter play. Reverting the 14% Mirror Blade nerf on March 27, 2018 is also possible to compensate if needed.

    Mirage

    Speed of Sand: Merge with mirage cloak since ‘speed of sand’ just balances out for a normal dodge and replace it with ‘Infinite Horizon’. Ambush attacks may need rebalancing after this change. Replace the new open grandmaster slot with any viable choice that doesn’t make a build OP. Additionally, either increase the time of ‘speed of sand’ to 1 second (leaving dodge time the same) OR somehow make it so mirages can dodge backwards and to the side moving at the same speed as dodging forward.

    Reasons: Mirage currently can only dodge sideways or strafe 135 units in a dodge time frame when other classes can go 300 units, a 55% reduction in dodge distance sideways. They are also only able to dodge 78.75 units backwards when other classes can go 300 units, a 73.75% reduction in distance?
    Math: Strafing:180 u/s X .75 sec = 135 units, Backpedaling: 105 u/s X .75 sec = 78.75 units. Dodge = 300 units. Strafing: ((300-135)/300)X100 = 55%, Backpedaling: ((300-78.75)/300)X100 = 73.75%

    Elusive Mind: My favorite idea for this is making it so mirage can’t dodge while stunned, immobilized, knockbacked, or feared unless EM is traited and to have EM remove 1 condition on dodge while removing exhaustion from the trait. However, if this isn’t feasible, just remove the sun break/exhaustion and increase the number of removed conditions to 2. However, I believe the first option will make Mirage easier to balance (both buff and nerf) in the long run.

    Skills
    Portal: Reduce the Max number of allies going through to 3 or even 2 and revert the duration nerf.

    Reason: The nerf has appeared to make it reliably unusable in PvP. However, it was constantly overshadowing other skills. Before, portal was traditionally a lot better in coordinated group play than solo. A change such as this would reduce this distinction. Some may argue that this would destroy the important coordinated portal plays that made portal so special. However, I believe there could still be important plays and that it was some of those highly coordinated plays that made portal so overshadowing in group play and hard to balance around to begin with.

    Signet of Inspiration: This needs to be based on what boons the Mesmer has.

    Reasons:
    1. Wells on their own are not viable in WvW due to movement. Really, in order to balance support Chrono in WvW without changing SoI would involve making ‘Bountiful Disillusionment” apply its boons to allies as well.
    2. In order for PvE support chrono to not feel as clunky, well boons would have to be pulsed at the start of well placement and ‘Tides of Time’ would have to produce both quickness and alacrity on the first wave. Making game play reactionary is important!!!!
    3. Consider Well radius would have to increase to 600 to make up for SoI , or compare to ‘Feel My Wrath’, or bare minimum 360 to compare to ‘Liberator’s Vow’. However, immobile wells are still a great hindrance compared to these skills as well. However, doing so would increase the visual clutter.

    Changing SoI would help fix all these issues. However, fixing 1-3 is also a viable option.

    There we go, that is it. I tried avoiding using exact numbers as much as possible for suggestions and feel like it would be best to balance most of the mirage skills after or if ‘Infinite Horizon’ is moved.

    Nowwww GW2 Gods please help me!

    Blessed be to Lyssa!

  • Odik.4587Odik.4587 Member ✭✭✭✭
    edited April 8, 2019

    @Xstein.2187 said:

    I replied in PM . But to contribute I will do it here as well.
    I highly disagree on 25% health procs. Every death saving trait health treshold was increased from 25% because its moment you die regardless. Please no. If anything desperate decoy need a rework or do not interrupt actions.
    Aspicious anguish shouldnt exist . 90s cd is too much as it doesnt autoproc invul for us ,we have to use it. Honestly , this trait shouldnt exist regardless of cooldown.
    Egotism ... Probably need another rework(even reaper have 10% damage increaseas middle major but mesmer is 5%... why ?)... Cleanses dont belong to DPS traitline
    Forgot to add - CD trait ,1s of protection is too small imo , my suggestion was 2 or 3 seconds.

  • Azaka.8315Azaka.8315 Member ✭✭

    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Azaka.8315 said:
    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

    Very hard to understand you ... When you use clone/phantasm skill it goes on cooldown for nothing if you arent looking on your target? Probably they are not spawning because they are not in line of sight or out of range.... ?

  • nthmetal.9652nthmetal.9652 Member ✭✭✭

    Generally I don't know if the proposed changes would do much Mirage really help much, as my assessment of Mirage in group content is somewhat different from how other people seem to see it. I am not going to talk about Chrono.
    I have made good experiences with Mirage in group content, even in zergs, mainly by bringing up phantasms / clones inside the enemy zerg, causing confusion and disarray because they suddenly have enmies in their midst. this works especially well, when attacking from the side or behind.
    To empower Mirage for group content we need more of this:
    More skills which can conjure phantasms / clones at range (not at your location, running toward the enemy group).

    Phantasmal defender: Increase Range to 1200, have it appear at enemy side, causing immobility or cripple or find some other way for it to draw additional attention to itself. Maybe having it appear at the enemy location instead of at caster and goign to enemies would be enough already, without range increase and additional ways of drawing attention.
    The same goes for the focus off-hand weapon: Phantasmal Warden should appear at target location to be more useful or not be stationary. As it currently is, it tries to move into target range, once it has reached range it stays there and throws axes, usually not amounting to much as the target moves out of the way. The protection aspect of the warden rarely comes into play as it only helps against projectile attacks. In my experience this doesn't amount to much usually.

    I like the idea with more active mirage mirrors, too, but here it would also be helpful to have more ways of producing them at range, when the current primary application of giving additonal mirage cloak would be changed to some kind of mechanic which enemies also can activate.

    Generally I am not sure where to move with Mirage currently: For WvW it is not seen as meta, and to move anywhere, we'd first need to determine why that is. I know, I've had discussions about what professions should fulfill which role and am not in agreement with general assessments like "roaming spec" - more like "roaming professions" or not. YMMV. The choice of weapons and traits should determine where you want to move with your profession, not the choice of the profession itself, and while not every profession should be able to do everything, currently the gimmick aspects (primarily with veil and portal) overshadow and outshine other aspects greatly and picking them comes at a high cost for the Mirage player.

    "and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
    -- H. P. Lovecraft - Celephais

  • Xstein.2187Xstein.2187 Member ✭✭✭
    edited April 8, 2019

    @Odik.4587 said:

    @Xstein.2187 said:

    I replied in PM . But to contribute I will do it here as well.
    I highly disagree on 25% health procs. Every death saving trait health treshold was increased from 25% because its moment you die regardless. Please no. If anything desperate decoy need a rework or do not interrupt actions.
    Aspicious anguish shouldnt exist . 90s cd is too much as it doesnt autoproc invul for us ,we have to use it. Honestly , this trait shouldnt exist regardless of cooldown.
    Egotism ... Probably need another rework... Cleanses dont belong to DPS traitline
    Forgot to add - CD trait ,1s of protection is too small imo , my suggestion was 2 or 3 seconds.

    Thanks for the reply :)
    Ya, as I said, I kinda tried to avoid using exact numbers for this reason lol should have tried harder, but I'm glad I did because it is a good thing to discuss!

    1. I wasn't aware or forgot that 25% was that bad. I suppose 50% would have to be the most they could possibly nerf it. I don't necessarily think this is necessarily too low based on experience with master of manipulation.
    2. If Auspicious Anguish is totally redone into a skill that is not defensive then the amount of Protection could obviously be buff up to a higher number. However, my concern was that those extra numbers of protection off won't be enough to balance out bunker chrono, especially if Metaphysical Rejuvenation is left at 75%, and as I said, this was done knowing bunker would be able to take both traits.

    The new 'Master of Manipulation' trait would be too strong to be in the 'Major Adebt' category of the trait line and I have not seen anything close to good replacements from anyone else so far for this strait just for the simple fact that manipulation skills are all over the place and there really isn't a very good coherent theme with them. However, probably an even better option overall is to remove 'Auspicious Anguish' completely. In its place put the new 'Master of Manipulation' trait. Put 'Chaotic Dampening' at 2 or 3 sec (Numbers would be based on whatever balances out bunker. However, keep in mind that if this isn't enough, something else will likely get nerfed weather you think it should or want it to or not, yuk. I think you obviously know that already though). Finally, in the old 'Major Adept' position of the old 'Master of Manipulation' trait come up with a new trait that chrono bunkers would NOT use.

    1. Egotism: ya, this is kinda a weird situation. Most classes have condi cleans traits on more than one TYPE or core spec trait line except for Guardian, Rev, and Mes. However, currently overall, mes is in line with other classes in terms of condi cleans traits. My only problem being they are all stuck in the inspiration train line. Therefore, perhaps the new chaos trait could have something to do with a weak condition cleanse. Would chrono bunker choose this? Potentially, it would definitely have to be a weak condi cleanse. However, 'Blurred Inscriptions' was once a weak condi cleanse before the trait was changed. Therefore, I don't think this is out of the question.

    I would rather have balanced out condi clears than have trait lines be aesthetically pleasing or unison in concept. For example, the elementalist Fire trait line has a condi cleans trait. However, it is best to maintain this unison of concept idea if possible.

    My concerns with Egotism being paired with the pre-patch 'Mental Anguish' is that it will create too big of a burst. I don't want to leave Mental Anguish like it is right now since no one is taking it. Sooo, if it is not too strong when combined with other traits then I agree on just keeping egotism the same.

    1. I like this version of Confounding suggestions better because, wellll current mesmer has mostly 1 second dazes. I know some people use it, but I find being able to use a 1 sec daze (simplifying) twice better than being able to use a 1.5 sec daze once. The current mantra of distraction pairs nicely with confounding suggestions, buuuut it is still just adding .5 sec, isn't it?
  • Odik.4587Odik.4587 Member ✭✭✭✭

    @nthmetal.9652 said:
    Generally I don't know if the proposed changes would do much Mirage really help much, as my assessment of Mirage in group content is somewhat different from how other people seem to see it. I am not going to talk about Chrono.
    I have made good experiences with Mirage in group content, even in zergs, mainly by bringing up phantasms / clones inside the enemy zerg, causing confusion and disarray because they suddenly have enmies in their midst. this works especially well, when attacking from the side or behind.
    To empower Mirage for group content we need more of this:
    More skills which can conjure phantasms / clones at range (not at your location, running toward the enemy group).

    Phantasmal defender: Increase Range to 1200, have it appear at enemy side, causing immobility or cripple or find some other way for it to draw additional attention to itself. Maybe having it appear at the enemy location instead of at caster and goign to enemies would be enough already, without range increase and additional ways of drawing attention.
    The same goes for the focus off-hand weapon: Phantasmal Warden should appear at target location to be more useful or not be stationary. As it currently is, it tries to move into target range, once it has reached range it stays there and throws axes, usually not amounting to much as the target moves out of the way. The protection aspect of the warden rarely comes into play as it only helps against projectile attacks. In my experience this doesn't amount to much usually.

    I like the idea with more active mirage mirrors, too, but here it would also be helpful to have more ways of producing them at range, when the current primary application of giving additonal mirage cloak would be changed to some kind of mechanic which enemies also can activate.

    Generally I am not sure where to move with Mirage currently: For WvW it is not seen as meta, and to move anywhere, we'd first need to determine why that is. I know, I've had discussions about what professions should fulfill which role and am not in agreement with general assessments like "roaming spec" - more like "roaming professions" or not. YMMV. The choice of weapons and traits should determine where you want to move with your profession, not the choice of the profession itself, and while not every profession should be able to do everything, currently the gimmick aspects (primarily with veil and portal) overshadow and outshine other aspects greatly and picking them comes at a high cost for the Mirage player.

    You are still on about mirage being accepted in zerg... You say you were successful... and useful? And caused confusion? Dont lie to yourself.
    Your clones/phantasms being erased way before they could do anything in their short-lived life. Huge aoe hardsmacking classes like revenants/eles/scourges with their marks/shades/wells/corruptions - what is make an impact ,not your 2.400 hp clones ... Your ambush with 25 mights simply nothing and dont hurt at all compared to revenant with a single hammer, just a single skill and you are going to RESPAWN. Get real, your dream will never come true as we dont have massive aoes as others do. Mesmer is not about it ,so poor thieves,rangers...etc

  • Azaka.8315Azaka.8315 Member ✭✭
    edited April 8, 2019

    @Odik.4587 said:

    @Azaka.8315 said:
    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

    Very hard to understand you ... When you use clone/phantasm skill it goes on cooldown for nothing if you arent looking on your target? Probably they are not spawning because they are not in line of sight or out of range.... ?

    Let me try again.
    When playing action combat and you use something like staff 3 that spawns 2 phantasms you need to have a proper target (clicked on an enemy for example; there are different options for action combat but clicking a target is the safest version to lock on an opponent) and in addition to that at the end of the cast you also need to have that same target in the center of your screen. If one of these conditions doesn't apply (you have not locked the target or are not aiming at the target) the spell will fail and go on cooldown with no effect.
    It is basically that you have a double condition that needs to be fulfilled to succeed in your cast.

  • Odik.4587Odik.4587 Member ✭✭✭✭
    edited April 8, 2019

    @Azaka.8315 said:

    @Odik.4587 said:

    @Azaka.8315 said:
    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

    Very hard to understand you ... When you use clone/phantasm skill it goes on cooldown for nothing if you arent looking on your target? Probably they are not spawning because they are not in line of sight or out of range.... ?

    Let me try again.
    When playing action combat and you use something like staff 3 that spawns 2 phantasms you need to have a proper target (clicked on an enemy for example; there are different options for action combat but clicking a target is the safest version to lock on an opponent) and in addition to that at the end of the cast you also need to have that same target in the center of your screen. If one of these conditions doesn't apply (you have not locked the target or are not aiming at the target) the spell will fail and go on cooldown with no effect.
    It is basically that you have a double condition that needs to be fulfilled to succeed in your cast.

    Well , you werent clear that you use action camera... at least I couldnt understand... Em...I never played with action camera and I think its not good ,especially for competitive gamemodes . Regardless, sounds like a huge bug to me

  • nthmetal.9652nthmetal.9652 Member ✭✭✭
    edited April 8, 2019

    Your clones/phantasms being erased way before they could do anything in their short-lived life. Huge aoe hardsmacking classes like revenants/eles/scourges with their marks/shades/wells/corruptions - what is make an impact ,not your 2.400 hp clones ... Your ambush with 25 mights simply nothing and dont hurt at all compared to revenant with a single hammer, just a single skill and you are going to RESPAWN. Get real, your dream will never come true as we dont have massive aoes as others do. Mesmer is not about it ,so poor thieves,rangers...etc

    Tell that to the people being downed due to my berserkers, and to the zergs falling into momentary chaos due to suddenly two enemies appearing in their middle. However, I agree with your assessment (or at least I understand your assessment in this way) that in the time I deal damage to a group of players, necros or eles deal more damage to possibly more people, possibly by even working less hard to do so. This IMO is a general problem in the game balance that should be adressed at some point.
    This is possibly an underlying design problem, as you cannot simply compensate by upping single-target damage, since this would cause a lot of one-shotting enemies, but compensating with gimmicky clones, veil and portal, and a wonky dodge-mechanic is also not working that well. You can argue that the current design caters to a "high risk, high reward" playstyle, only that the "high reward" doesn't seem to exist - YMMV of course.

    "and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
    -- H. P. Lovecraft - Celephais

  • Azaka.8315Azaka.8315 Member ✭✭

    @Odik.4587 said:

    @Azaka.8315 said:

    @Odik.4587 said:

    @Azaka.8315 said:
    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

    Very hard to understand you ... When you use clone/phantasm skill it goes on cooldown for nothing if you arent looking on your target? Probably they are not spawning because they are not in line of sight or out of range.... ?

    Let me try again.
    When playing action combat and you use something like staff 3 that spawns 2 phantasms you need to have a proper target (clicked on an enemy for example; there are different options for action combat but clicking a target is the safest version to lock on an opponent) and in addition to that at the end of the cast you also need to have that same target in the center of your screen. If one of these conditions doesn't apply (you have not locked the target or are not aiming at the target) the spell will fail and go on cooldown with no effect.
    It is basically that you have a double condition that needs to be fulfilled to succeed in your cast.

    Well , you werent clear that you use action camera... at least I couldnt understand... Em...I never played with action camera and I think its not good ,especially for competitive gamemodes . Regardless, sounds like a huge bug to me

    Oh, I know that not many people play with action cam that is why I called it a very specific problem and even more specific because this is only a Mesmer problem.
    I really enjoy playing with action cam and I would argue that it can even be better in competitive modes depending on class, BUT for Mesmer it is really bad because of that 'bug'.
    Some classes /styles work really well, but others have problems with this kind of double conditions and the worst offender is Mesmer in that regard.

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Odik.4587 said:

    @Azaka.8315 said:
    I have something very specific to the action combat playstyle, because that playstyle is near impossible on Mesmer. Why?
    Because you have to not just click a target to create your clones but also have the center of your screen on the target when the cast ends, otherwise no clones will spawn and the spell will go on cooldown for no effect. I have no idea why that is as it makes no sense, especially compared to normal combat play, and it makes Mesmer near impossible to play, especially in scenarios with fast moving targets.

    Very hard to understand you ... When you use clone/phantasm skill it goes on cooldown for nothing if you arent looking on your target? Probably they are not spawning because they are not in line of sight or out of range.... ?

    Action camera

    // Yanim

  • Quadox.7834Quadox.7834 Member ✭✭✭
    edited April 8, 2019

    @Xstein.2187 said:
    My Best Attempt at Unbiased Suggestions and Why
    (please keep an open mind and read reasons why if you disagree) Please let me know what you think because I just spent a kitten ton of time on this and now have to wake up for work in 3.5 hours =)

    Traits

    Chaos

    Metaphysical Rejuvenation: Reduce Health Threshold from 75% to 25%

    Illusionary Membrane: Lower protection from 3 seconds to 2 seconds

    Reasons: I am almost never for nerfing core. However, Chrono bunker needs to be balanced out and the Chrono line isn’t bringing any meaningful defense traits besides shield, which has already been nerfed and is close in line with shield options of other classes. Additionally, I am not a fan of passive affects like these on any class. A passive is not skillful gameplay. But don’t worry, I will try to balance out the Chaos trait line nerfs to compensate for core being nerfed if you read on. A lower % health threshold also allows for more counter play and fewer uses.

    Chaotic Dampening: Reduce protection duration from 4 seconds to 1 second. Switch the places of ‘Chaotic Dampening’ with ‘Master of Manipulation’ in the Chaos trait line.

    Bountiful Disillusionment: I will kinda come back to this one

    Master of Manipulation: See https://en-forum.guildwars2.com/discussion/71244/suggestion-master-of-manipulation-rework
    However, my favorite is the suggestion from Curunen.8729
    Master of Manipulation then goes into the old place of Chaotic Dampening

    Reasons: This trait doesn’t even synergize with all the manipulation skills anyway. Therefore, this is a good opportunity to balance out the core Chaos trait line nerf due to Chrono bunker.

    Auspicious Anguish: Increase cool down to 90 seconds

    Reason: You have to remember that if you are bunkering or playing defensively, you can now take both ‘Auspicious Anguish’ and ‘Chaotic Dampening’. I also tried to balance these traits out so they are viable, adequate choices in their specific categories of the Chaos trait line.

    Inspiration

    No changes

    Domination

    Confounding Suggestions: Diversion now becomes an ammo skill (kinda like shatter storm in the illusion trait line)

    Reason: This is only a suggestion that I don’t think is OP and is kinda cool and more usefull relative to the current Confounding Suggestions.

    Rending Shatter: Vulnerability is increased to 2 stacks and time is reduced to 4 seconds.

    Reasoning: I don’t think the original trait was bad. However, it has never been good enough to see very much use from many people as far as I am aware. If you are afraid of too much burst then don’t worry. We are going to reduce the burst from the chrono line to put some power back into the core trait lines instead of the elite specs while at the same time creating viable options and reducing the MAX potential burst available.

    Egotism: Remake into a weak condi removal trait.
    Mental Anguish: Revert March 27, 2018 changes.

    Reason: I am not a fan of basically point blank straight up damage boosting traits like these. I believe they lack creativity. Mental Anguish is also no longer a viable choice in the grandmaster tiers and adding a weak condi cleans spread out over different trait lines promotes more viable build diversity.

    Dueling

    Desperate Decoy: Either completely replace or reduce health threshold to 25% to match ‘Metaphysical Rejuvenation” and stop it from canceling other actions when triggered. If it is not possible to prevent cancelation with decoy, try to remove the decoy part and only give 3 seconds of stealth.

    Reasons: Mesmers have long complained about this trait negatively interrupting when not wanted, causing them to die, making the trait a hazard. Lowering the health threshold will at bare minimum decrease the chance of it going off unless truly intended if the devs for whatever reason can’t find a way to stop the skill from canceling your actions.

    Critical Infusions: Vigor is increased back to 5 seconds

    Reasons: Besides perhaps Scepter, condi mirage is already nerfed fairly hard and I truly believe an extra 2 seconds of vigor on crit won’t make it OP. However, the main reason is that it is COMPLETELY unfair to the class and core Mesmer. ‘Vigorous Precision’ and ‘Renewing Stamina’ both do exactly the same thing with 5 seconds of vigor on other classes. Additionally, there are many, many other traits on other classes that give 5 seconds or more vigor.

    Illusions

    Persistence of Memory: I don’t personally understand how this skill is useful or a viable choice. Based on this, I would like to see it replaced by something that is. However, if anyone out there finds it useful, please don’t be afraid to chime in below.

    Chronomancer

    Illusionary Reversion: Reduce required clones to 2 and put an internal cool down on it.

    Reasons: No one uses this competitively anymore and even before the May 16, 2017 patch, it only had a very niche use WHEN the old version of ‘Chronophantasm’ was paired with it.

    Danger Time: Either applying slow removes a condition (same reason as egotism in domination) or reduce critical damage to 5% and increase critical damage to 20%

    Lost Time: Reduce critical damage to 20%

    Reason: It might seem like a big nerf on ‘Lost Time’ but 100% is ridiculous when combined with other critical hit damage % modifiers Mesmer has access to and Chrono burst is too high, causing a lack of counter play. Reverting the 14% Mirror Blade nerf on March 27, 2018 is also possible to compensate if needed.

    Mirage

    Speed of Sand: Merge with mirage cloak since ‘speed of sand’ just balances out for a normal dodge and replace it with ‘Infinite Horizon’. Ambush attacks may need rebalancing after this change. Replace the new open grandmaster slot with any viable choice that doesn’t make a build OP. Additionally, either increase the time of ‘speed of sand’ to 1 second (leaving dodge time the same) OR somehow make it so mirages can dodge backwards and to the side moving at the same speed as dodging forward.

    Reasons: Mirage currently can only dodge sideways or strafe 135 units in a dodge time frame when other classes can go 300 units, a 55% reduction in dodge distance sideways. They are also only able to dodge 78.75 units backwards when other classes can go 300 units, a 73.75% reduction in distance?
    Math: Strafing:180 u/s X .75 sec = 135 units, Backpedaling: 105 u/s X .75 sec = 78.75 units. Dodge = 300 units. Strafing: ((300-135)/300)X100 = 55%, Backpedaling: ((300-78.75)/300)X100 = 73.75%

    Elusive Mind: My favorite idea for this is making it so mirage can’t dodge while stunned, immobilized, knockbacked, or feared unless EM is traited and to have EM remove 1 condition on dodge while removing exhaustion from the trait. However, if this isn’t feasible, just remove the sun break/exhaustion and increase the number of removed conditions to 2. However, I believe the first option will make Mirage easier to balance (both buff and nerf) in the long run.

    Skills
    Portal: Reduce the Max number of allies going through to 3 or even 2 and revert the duration nerf.

    Reason: The nerf has appeared to make it reliably unusable in PvP. However, it was constantly overshadowing other skills. Before, portal was traditionally a lot better in coordinated group play than solo. A change such as this would reduce this distinction. Some may argue that this would destroy the important coordinated portal plays that made portal so special. However, I believe there could still be important plays and that it was some of those highly coordinated plays that made portal so overshadowing in group play and hard to balance around to begin with.

    Signet of Inspiration: This needs to be based on what boons the Mesmer has.

    Reasons:
    1. Wells on their own are not viable in WvW due to movement. Really, in order to balance support Chrono in WvW without changing SoI would involve making ‘Bountiful Disillusionment” apply its boons to allies as well.
    2. In order for PvE support chrono to not feel as clunky, well boons would have to be pulsed at the start of well placement and ‘Tides of Time’ would have to produce both quickness and alacrity on the first wave. Making game play reactionary is important!!!!
    3. Consider Well radius would have to increase to 600 to make up for SoI , or compare to ‘Feel My Wrath’, or bare minimum 360 to compare to ‘Liberator’s Vow’. However, immobile wells are still a great hindrance compared to these skills as well. However, doing so would increase the visual clutter.

    Changing SoI would help fix all these issues. However, fixing 1-3 is also a viable option.

    There we go, that is it. I tried avoiding using exact numbers as much as possible for suggestions and feel like it would be best to balance most of the mirage skills after or if ‘Infinite Horizon’ is moved.

    Nowwww GW2 Gods please help me!

    Blessed be to Lyssa!

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    // Yanim

  • nthmetal.9652nthmetal.9652 Member ✭✭✭

    Your clones/phantasms being erased way before they could do anything in their short-lived life. Huge aoe hardsmacking classes like revenants/eles/scourges with their marks/shades/wells/corruptions - what is make an impact ,not your 2.400 hp clones ...

    This is also a valid point, I think, and one that could be adressed in the same way, as the idea for mirrors: Attach a cost to the destruction of clones and phantasms. When a clone or a phantasm is destroyed, it deals damage. Make that aspect traitable, so you can improve it for conditions or for power.

    "and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
    -- H. P. Lovecraft - Celephais

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @nthmetal.9652 said:

    Your clones/phantasms being erased way before they could do anything in their short-lived life. Huge aoe hardsmacking classes like revenants/eles/scourges with their marks/shades/wells/corruptions - what is make an impact ,not your 2.400 hp clones ...

    This is also a valid point, I think, and one that could be adressed in the same way, as the idea for mirrors: Attach a cost to the destruction of clones and phantasms. When a clone or a phantasm is destroyed, it deals damage. Make that aspect traitable, so you can improve it for conditions or for power.

    Funny you should mention that... that was a trait before HoT.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Quadox.7834Quadox.7834 Member ✭✭✭
    edited April 8, 2019

    @nthmetal.9652 said:

    Your clones/phantasms being erased way before they could do anything in their short-lived life. Huge aoe hardsmacking classes like revenants/eles/scourges with their marks/shades/wells/corruptions - what is make an impact ,not your 2.400 hp clones ...

    This is also a valid point, I think, and one that could be adressed in the same way, as the idea for mirrors: Attach a cost to the destruction of clones and phantasms. When a clone or a phantasm is destroyed, it deals damage. Make that aspect traitable, so you can improve it for conditions or for power.

    ptsd

    // Yanim

  • Xaylin.1860Xaylin.1860 Member ✭✭✭
    edited April 8, 2019

    @Quadox.7834 said:

    @Xstein.2187 said:

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    The CS suggestion is tasty... <3 (probably too strong for an Adept trait)

    Big no no to the Chaos-changes, though. The minor traits already got a rather low uptime and I really don't see how Chaos is an issue per se.

  • Odik.4587Odik.4587 Member ✭✭✭✭
    edited April 8, 2019

    @Xaylin.1860 said:

    @Quadox.7834 said:

    @Xstein.2187 said:

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    The CS suggestion is tasty... <3 (probably too strong for an Adept trait)

    Big no no to the Chaos-changes, though. The minor traits already got a rather low uptime and I really don't see how Chaos is an issue per se.

    Only I dont understand how 2 ammos of this is too strong ? Its cooldown is huge...38seconds bruh
    Ye I barely notice protection on me as well ,somewhat always being bursted without protection on me even running chaos... Weird feeling

  • Xstein.2187Xstein.2187 Member ✭✭✭
    edited April 8, 2019

    @Xaylin.1860 said:

    @Quadox.7834 said:

    @Xstein.2187 said:

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    The CS suggestion is tasty... <3 (probably too strong for an Adept trait)

    Big no no to the Chaos-changes, though. The minor traits already got a rather low uptime and I really don't see how Chaos is an issue per se.

    Thanks, Ya I personally don't really think it would be OP because 'shatter storm' is major adept trait in the illusion line that is just fine with a shorter cool down. Additionally, some people complained about this trait like crazy when it first came out because they thought it would be OP. However, now? Nothing with 'shatter storm' has changed and I definitely don't see people using it all over the place.

    Chaos Line: Ya I agree. However, I still think it is a good idea to delete 'Auspicious Anguish', replace it with Curunun's version of 'Master of Manipulation', and then come up with a new trait in the 'major adept' category. Additionally, we NEED to find some way to nerf Chrono bunker. However, if Curunun is right about the chaos trait line, then the only reasonable potential nerf from there would be 'Chaotic Dampening'. I mean . . . I highly doubt the devs would be ok with just nerfing 'Decent into Madness'. However, we really need to find a way to nerf Bunker Chrono ASAP before the devs do. If someone wants to nerf chrono bunker before the devs do without touching the chaos line then plz come up with some ideas. I'm fairly open to any ideas.

  • Odik.4587Odik.4587 Member ✭✭✭✭

    @Xstein.2187 said:

    @Xaylin.1860 said:

    @Quadox.7834 said:

    @Xstein.2187 said:

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    The CS suggestion is tasty... <3 (probably too strong for an Adept trait)

    Big no no to the Chaos-changes, though. The minor traits already got a rather low uptime and I really don't see how Chaos is an issue per se.

    Thanks, Ya I personally don't really think it would be OP because 'shatter storm' is major adept trait in the illusion line that is just fine with a shorter cool down. Additionally, some people complained about this trait like crazy when it first came out because they thought it would be OP. However, now? Nothing with 'shatter storm' has changed and I definitely don't see people using it all over the place.

    Chaos Line: Ya I agree. However, I still think it is a good idea to delete 'Auspicious Anguish', replace it with Curunun's version of 'Master of Manipulation', and then come up with a new trait in the 'major adept' category. Additionally, we NEED to find some way to nerf Chrono bunker. However, if Curunun is right about the chaos trait line, then the only reasonable potential nerf from there would be 'Chaotic Dampening'. I mean . . . I highly doubt the devs would be ok with just nerfing 'Decent into Madness'. However, we really need to find a way to nerf Bunker Chrono ASAP before the devs do. If someone wants to nerf chrono bunker before the devs do without touching the chaos line then plz come up with some ideas. I'm fairly open to any ideas.

    You are missing huge factor that makes chrono viable... S C E P T E R. Without scepter you have 0 damage literally ... REWORK SCEPTER FROM CLUNKY kitten TO SOMETHING USEFUL!

  • Quadox.7834Quadox.7834 Member ✭✭✭
    edited April 8, 2019

    @Xstein.2187 said:

    @Xaylin.1860 said:

    @Quadox.7834 said:

    @Xstein.2187 said:

    I only like confounding suggestions and critial infusion, plus maybe portal, rending shatter and mental anguish, out of all these.

    The CS suggestion is tasty... <3 (probably too strong for an Adept trait)

    Big no no to the Chaos-changes, though. The minor traits already got a rather low uptime and I really don't see how Chaos is an issue per se.

    Thanks, Ya I personally don't really think it would be OP because 'shatter storm' is major adept trait in the illusion line that is just fine with a shorter cool down. Additionally, some people complained about this trait like crazy when it first came out because they thought it would be OP. However, now? Nothing with 'shatter storm' has changed and I definitely don't see people using it all over the place.

    Chaos Line: Ya I agree. However, I still think it is a good idea to delete 'Auspicious Anguish', replace it with Curunun's version of 'Master of Manipulation', and then come up with a new trait in the 'major adept' category. Additionally, we NEED to find some way to nerf Chrono bunker. However, if Curunun is right about the chaos trait line, then the only reasonable potential nerf from there would be 'Chaotic Dampening'. I mean . . . I highly doubt the devs would be ok with just nerfing 'Decent into Madness'. However, we really need to find a way to nerf Bunker Chrono ASAP before the devs do. If someone wants to nerf chrono bunker before the devs do without touching the chaos line then plz come up with some ideas. I'm fairly open to any ideas.

    1. Delete chronophantasma
    2. Nerf scepter 3 power dmg, buff the condi dmg.

    I would also decrease chaotic dampening protection to 3 sec.

    // Yanim

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited April 9, 2019

    Now that I have spent more time with Mirage post patch I have a better idea of how it is right now and also the few changes I would like to see (only mirage aside from critical infusion comment, but otherwise no comment on Core or Chrono in this post - don't want to dilute the focus of the post). Some of my previous opinions and concerns have changed drastically but I must be honest where possible and say it how it is in terms of my experience. :)

    Disclaimer: wvw perspective with this build - ie food, 50% endurance energy sigils, 3 condi cleansing sigils, different adventurer rune, and finer stat customisation - so obviously have no idea how mirage is performing in pvp though appreciate it must be in a much worse state due to the differences - no food, worse energy sigils, rigid stats etc.

    Observations:
    1. Mirage Cloak - I honestly feel comfortable with evade duration at 0.75s. Was worried about it being a problem but I have to hold my hands up and say I personally am not having any issue with it. Edit - for clarity it is the evade duration I'm talking about which I'm fine with - yes in terms of movement the side movement is less and of course back movement is laughably nonexistant - but that's one reason I use sand through glass which helps me to not really feel bothered by it. Although that shouldn't be a forced choice in order to backwards dodge. Instead regarding moving IH to GM minor (see below), a new GM major trait could be created like Daredevils' dash trait that allows fast movement in any direction (maybe Elusive Mind could be reworked into this?). This would be analogous to how I believe Illusionary Ambush is sort of given as an alternative to Infinite Horizon (lol, like anyone isn't using IH right now... xD), Mirage Advance is given as an alternative to Axe 3, so Sand through Glass should be kind of an alternative to a new GM Major trait that allows a short range fast side or backward strafe while dodging.
    2. Ambush skill cast times - while they could do with tightenting up, I feel fairly comfortable with how they are at the moment. Chaos Vortex is only 1s, but could be sped up and reduced to 0.75s cast time. Imaginary Axes is like what, 0.5s? I have no issues with either, though would still welcome Chaos Vortex cast time at 0.75s instead of 1s.
    3. Axe 2 - I find the animation fine to cover with shorter mirage cloak, again complete 180 on my pre-patch concerns but honestly admit no issue here - so on that note I am perfectly happy with evade on axe 3 and leaving axe 2 animation alone (aside from maybe small damage buff or some quality of life).
    4. Axe ambush - facing context, this I find to be a bit clunky to have to flick the camera around every so often, especially after axe 2 in order to cast. Reliant on IH clones for axe ambush to have consistent damage application. I don't find it to be a huge problem in gameplay, just a little annoying - but as said IH clones carry axe so it is just about workable at the moment.
    5. Illusionary Ambush - far too long cooldown for the unpredictability, I feel stronger without it. Reminds me of how they nuked Well of Precognition out of the game when that was overpowered.
    6. Grandmaster Major traits - only Infinite Horizon exists; the other two are completely useless. Balance is such that Mirage without Infinite Horizon right now is well below standard - eg IH is mandatory in order to be effective. This is a huge problem - single biggest problem in my opinion.

    Desired Changes - Important:
    1. Infinite Horizon as Grandmaster Minor - this is the NUMBER 1 change I strongly believe should be done for Mirage in order to balance the class. Obviously merge Speed of Sand into Adept Minor. I don't care what new trait needs to be made to fill the GM Major spot (possibly a trait that allows fast side/back strafe movement as an alternative to Sand through Glass pseudo backwards dodge) - do this, rebalance all ambushes then change Elusive Mind and tweak Dune Cloak if necessary to balance.
    2. Critical Infusion - restore to 5s on crit (10s icd) to be in line with all vigour traits again. No reason to have this at 3s following mirage cloak duration nerf.
    3. Jaunt - reduce charge cooldown to 20s in pvp/wvw (leave max count at 2). Again following mirage cloak nerf, the additional mobility from Jaunt is far more important than before and in hindsight wouldn't have had to be nerfed if you (Anet) had just nerfed mirage cloak first.

    Desired Changes - Non-essential but would be nice:
    1. Sand through Glass - remove Immobilise before back leap - ensures ALWAYS leaping away from the mirror. The problem right now is when immobilised you don't move and break the mirror instantly which wastes the entire skill. I consider this to be a bug fix/quality of life feature to ensure the skill always has value and not wasted in this way.
    2. Mirage Advance - add 0.75s evade on cast to be in line with how Axe 3 works. Would make this skill worth using.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Curunen.8729 said:
    Now that I have spent more time with Mirage post patch I have a better idea of how it is right now and also the few changes I would like to see (only mirage aside from critical infusion comment, but otherwise no comment on Core or Chrono in this post - don't want to dilute the focus of the post). Some of my previous opinions and concerns have changed drastically but I must be honest where possible and say it how it is in terms of my experience. :)

    Disclaimer: wvw perspective with this build - ie food, 50% endurance energy sigils, 3 condi cleansing sigils, different adventurer rune, and finer stat customisation - so obviously have no idea how mirage is performing in pvp though appreciate it must be in a much worse state due to the differences - no food, worse energy sigils, rigid stats etc.

    Observations:
    1. Mirage Cloak - I honestly feel comfortable with evade duration at 0.75s. Was worried about it being a problem but I have to hold my hands up and say I personally am not having any issue with it. Edit - for clarity it is the evade duration I'm talking about which I'm fine with - yes in terms of movement the side movement is less and of course back movement is laughably nonexistant - but that's one reason I use sand through glass which helps me to not really feel bothered by it. Although that shouldn't be a forced choice in order to backwards dodge. Instead regarding moving IH to GM minor (see below), a new GM major trait could be created like Daredevils' dash trait that allows fast movement in any direction (maybe Elusive Mind could be reworked into this?). This would be analogous to how I believe Illusionary Ambush is sort of given as an alternative to Infinite Horizon (lol, like anyone isn't using IH right now... xD), Mirage Advance is given as an alternative to Axe 3, so Sand through Glass should be kind of an alternative to a new GM Major trait that allows a short range fast side or backward strafe while dodging.
    2. Ambush skill cast times - while they could do with tightenting up, I feel fairly comfortable with how they are at the moment. Chaos Vortex is only 1s, but could be sped up and reduced to 0.75s cast time. Imaginary Axes is like what, 0.5s? I have no issues with either, though would still welcome Chaos Vortex cast time at 0.75s instead of 1s.
    3. Axe 2 - I find the animation fine to cover with shorter mirage cloak, again complete 180 on my pre-patch concerns but honestly admit no issue here - so on that note I am perfectly happy with evade on axe 3 and leaving axe 2 animation alone (aside from maybe small damage buff or some quality of life).
    4. Axe ambush - facing context, this I find to be a bit clunky to have to flick the camera around every so often, especially after axe 2 in order to cast. Reliant on IH clones for axe ambush to have consistent damage application. I don't find it to be a huge problem in gameplay, just a little annoying - but as said IH clones carry axe so it is just about workable at the moment.
    5. Illusionary Ambush - far too long cooldown for the unpredictability, I feel stronger without it. Reminds me of how they nuked Well of Precognition out of the game when that was overpowered.
    6. Grandmaster Major traits - only Infinite Horizon exists; the other two are completely useless. Balance is such that Mirage without Infinite Horizon right now is well below standard - eg IH is mandatory in order to be effective. This is a huge problem - single biggest problem in my opinion.

    Desired Changes - Important:
    1. Infinite Horizon as Grandmaster Minor - this is the NUMBER 1 change I strongly believe should be done for Mirage in order to balance the class. Obviously merge Speed of Sand into Adept Minor. I don't care what new trait needs to be made to fill the GM Major spot (possibly a trait that allows fast side/back strafe movement as an alternative to Sand through Glass pseudo backwards dodge) - do this, rebalance all ambushes then change Elusive Mind and tweak Dune Cloak if necessary to balance.
    2. Critical Infusion - restore to 5s on crit (10s icd) to be in line with all vigour traits again. No reason to have this at 3s following mirage cloak duration nerf.
    3. Jaunt - reduce charge cooldown to 20s in pvp/wvw (leave max count at 2). Again following mirage cloak nerf, the additional mobility from Jaunt is far more important than before and in hindsight wouldn't have had to be nerfed if you (Anet) had just nerfed mirage cloak first.

    Desired Changes - Non-essential but would be nice:
    1. Sand through Glass - remove Immobilise before back leap - ensures ALWAYS leaping away from the mirror. The problem right now is when immobilised you don't move and break the mirror instantly which wastes the entire skill. I consider this to be a bug fix/quality of life feature to ensure the skill always has value and not wasted in this way.
    2. Mirage Advance - add 0.75s evade on cast to be in line with how Axe 3 works. Would make this skill worth using.

    StG I find absolutely terrible, I would live it to feel like withdraw, roll for initiative or rev roll, but it just doesn't. Should be longer anf maybe "smoother".

    Mirage advance I would rather make it usable out of range and increase range, it is just unusable atm, which is sad because it has an amazing animation on asura. So bad compared to thief shadowstep.

    I have a feeling that the purpose of the mirage utilities was to give shatter mesmer more mobility in order to compete with thief and rev. There is a lot of fun mobility to be had with StG, advance, and IA.

    // Yanim

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