Still Chronomancer has not got any fix (case study) — Guild Wars 2 Forums

Still Chronomancer has not got any fix (case study)

Hi friends, i have no idea where to begin, however 2 things come to mind when talking about chronomancer:

First is the wells, the Utility skills of the elite spec Chronomancer has 3/6 valid skills and 1/6 functional skill, the valid skills are (Well of Action, Well of Recall and Gravity Well), while the functional skills goes to the gravity well. Now after pointing these out i would state why the others are not valid by simply saying mantras and other skills perform better than the other wells. i will also state that the WoA and WoR are not functional because of the need to stay on it to get the boons-which is why you have these skills in your utlity slots to begin with-. and finally because the gravity well does CC effect, it keeps the enemies inside and damage them which is why i could say its valid and functional, whilst the other wells can't keep the enemies nor allies inside the wells to give boons or inflict damage or non-damage condition to others which made them non-functional skills.
and by adding one extra info to your knowledge base, there are three(3) classes in the whole game which actually have wells in their skills (necromancer, chronomancer and scrapper) and the chronomancer skills are the only skills that cannot be used underwater. you can study how wells works in each character and by that time you will see which skills are most useless.

Second, the F1-F4 resources . Now speaking of mesmer clones, by shattering them they start to find the shortest path to navigate to the enemy, they don't teleport in which they could take long time to go the the enemy specially when fighting shadow stepping class (like thief) in which they can shadow step to locations which in fact could be of a distance 3000+ if you navigate through out the ground mesh and while they move toward the enemy they will get destroyed by one of the following (clone out of range, clone died, clone got replaced, clone shattered), by looking at this then you will end up to have 1/4 chance to get your clones shattered in most cases. now in chrono add this to the ability to use F1-F4... do you see how this is broken ? you can't use F1-F4 because 1/4 you can activate the skills and when you activate the skills you won't get the boons and damage the enemy unless they shatter at them. and if we all accept this , don't you think, F1-F4 should have almost no CD,or even by going chrono, then you should have 3+ clones ??

in comparisons with other classes, i managed to imagine how would this look like if this affect other classes.
Warrior (Actual): Gaining adrenaline when basically hitting and swapping weapons.
Warrior (Nerf applied): lose 10% adrenaline per hit (or similar).
Guardian (Actual): F1-F3 ready to use anytime.
Guardian(Nerf applied): gain charging points in which you stack them by applying symbol skills whilst in combat, then consume 1 charge point when using F1-F3, they also maintain their CD.
Revenent (Actual): have 50% energy in none combat mode and 100% in combat.
Revenent(Nerf applied): have 50% energy in none combat mode and 100% in combat, however lose 10% of energy when you get hit.
Engineer (Actual): can use belt skills anytime.
Engineer(Nerf applied): belt skills cannot be used out of combat and starts with its CD.
Ranger (Actual): have active pet and ready to deploy pet (swapping).
Ranger(Nerf applied): have only one pet and can't swap pets (meaning if it dies > it will act as mini until it revives).
Thief (Actual): Initiatives are ready to use anytime and regenerate automatically.
Thief(Nerf applied): Initiatives reset to 5 out of combat and cannot be generated automatically however it get generated by using utility skills, stealing also consume initiatives.
Necromancer (Actual): gather life-force anytime. and gathered when someone near dies.
Necromancer(Nerf applied): gather life-force in combat only and can only be gathered when using some type of skills.
Elementalist (Actual): swapping elements 5 secs CD.
Elementalist(Nerf applied): you can't swap elements outside of combat and each element has its CD, like 10, 20, 25 and 60.
Mesmer (Actual): nerfed
Mesmer(Nerf applied): nerfed too much...

Now of course these are all fail balancing if these were to be applied. however, i see it very similar to what happened to chronomancer.
Leave your thoughts here i will read it and happily respond to it every week

Current Anet Devs likes the Thief class and dislike the Mesmer class, Haven't you noticed? (RIP Chrono) (Bring Back Chrono) (Make Chrono playable)

Comments

  • I feel like you are complicating things. In pve/wvw chronomancer traitline is not that good now (compared how it used to be). If there was no mesmer playable I would take it as a problem but if I remember correctly, mirage is still doing well.

    For example retribution from revenant has no use in raids. Yet revenants do (and are quite strong in their roles).

  • praqtos.9035praqtos.9035 Member ✭✭✭✭

    @Hiraga Taichiru.1580 said:
    Warrior (Actual): Gaining adrenaline when basically hitting and swapping weapons.
    Warrior (Nerf applied): lose 10% adrenaline per hit (or similar).
    Guardian (Actual): F1-F3 ready to use anytime.
    Guardian(Nerf applied): gain charging points in which you stack them by applying symbol skills whilst in combat, then consume 1 charge point when using F1-F3, they also maintain their CD.
    Revenent (Actual): have 50% energy in none combat mode and 100% in combat.
    Revenent(Nerf applied): have 50% energy in none combat mode and 100% in combat, however lose 10% of energy when you get hit.
    Engineer (Actual): can use belt skills anytime.
    Engineer(Nerf applied): belt skills cannot be used out of combat and starts with its CD.
    Ranger (Actual): have active pet and ready to deploy pet (swapping).
    Ranger(Nerf applied): have only one pet and can't swap pets (meaning if it dies > it will act as mini until it revives).
    Thief (Actual): Initiatives are ready to use anytime and regenerate automatically.
    Thief(Nerf applied): Initiatives reset to 5 out of combat and cannot be generated automatically however it get generated by using utility skills, stealing also consume initiatives.
    Necromancer (Actual): gather life-force anytime. and gathered when someone near dies.
    Necromancer(Nerf applied): gather life-force in combat only and can only be gathered when using some type of skills.
    Elementalist (Actual): swapping elements 5 secs CD.
    Elementalist(Nerf applied): you can't swap elements outside of combat and each element has its CD, like 10, 20, 25 and 60.
    Mesmer (Actual): nerfed
    Mesmer(Nerf applied): nerfed too much...

    I thought about to make meme thread too but in pvp but was lazy xD

  • Sorry, you will have to wait in line before Chronomancer gets fixed. Druid is ahead of you and there may be other specializations that have higher priority.

  • praqtos.9035praqtos.9035 Member ✭✭✭✭
    edited September 10, 2019

    @monk seal.8079 said:
    Sorry, you will have to wait in line before Chronomancer gets fixed. Druid is ahead of you and there may be other specializations that have higher priority.

    Chrono shouldnt be fixed because of some salty individual ? Makes sense for sure /s

  • monk seal.8079monk seal.8079 Member ✭✭
    edited September 10, 2019

    Not salty, in fact very happy that we no longer have to deal with cheesy mantra power chronomancer shatter builds. In PvE, Druid players have had to adjust to changes made to that specializtion and the lack of fixes, so chronomancer players need to do the same. Why should they receive favored treatment over other professions? Mesmer profession had a major rework in 2018: https://en-forum.guildwars2.com/discussion/27216/game-update-notes-february-6-2018

  • I am sure they intend to look at it, but their balance pace is simply way too slow and narrowly focused, and with such an unfortunately impactful change like this one, it becomes even more glaring.

    Healing orbs are a mistake. Please delete them ANet.

  • Let's look at the second of the suggested fixes:

    @Hiraga Taichiru.1580 said:

    Second, the F1-F4 resources . Now speaking of mesmer clones, by shattering them they start to find the shortest path to navigate to the enemy, they don't teleport in which they could take long time to go the the enemy specially when fighting shadow stepping class (like thief) in which they can shadow step to locations which in fact could be of a distance 3000+ if you navigate through out the ground mesh and while they move toward the enemy they will get destroyed by one of the following (clone out of range, clone died, clone got replaced, clone shattered), by looking at this then you will end up to have 1/4 chance to get your clones shattered in most cases. now in chrono add this to the ability to use F1-F4... do you see how this is broken ? you can't use F1-F4 because 1/4 you can activate the skills and when you activate the skills you won't get the boons and damage the enemy unless they shatter at them. and if we all accept this , don't you think, F1-F4 should have almost no CD,or even by going chrono, then you should have 3+ clones ??

    The problems with power shatter chronomancer builds in PvP and WvW were recently addressed by changes made by Anet. Do the PvP and WvW communities really want chronomancer to become unbalanced again?

  • Hiraga Taichiru.1580Hiraga Taichiru.1580 Member ✭✭
    edited September 12, 2019

    @monk seal.8079 said:
    Let's look at the second of the suggested fixes:

    ....

    The problems with power shatter Chronomancer builds in PvP and WvW were recently addressed by changes made by Anet. Do the PvP and WvW communities really want Chronomancer to become unbalanced again?

    Hi, just checking in... thanks for your response, however, let me address this.
    Chronomancer has Utility skills, which are the most useless skills in the whole game in competitive game modes which you mentioned above (PvP and WvW).
    Chronomancer has shield skills in which are not that great and could be countered pretty easily :

    • Shield skill 4: blocks for short duration and phantasm won't appear unless casting is finished (blocking could be countered with unblockable) and while blocking some classes are able to CC you and make you lose the phantasm and Deja vu (short, phantasm -poor mechanism-, and could be countered) its not evade or something similar like teleportation.
    • Shield skill 5: Great skill but super easy to evade, this skill should be unblockable/inevitable and they should bring back the 8s alacrity instead of 4 quickness and 4 alacrity -Chronomancer does not need quickness. And if you tell me that's to give other players quickness and alacrity, then I would simply say they ripped off all support traits in Chrono so why bother now?-

    Now if you are able to see this, then you could count that there are eight(8) skills which I could say most of them are pretty much useless, which is the core reason Chronomancers focus on shattering skills F1-F5 (damage/support traits). After the support trait lines have been washed away, they left with damage Chronomancers. Now damage Chronos can't get their full potential unless the enemy has a slow condition, and this could easily get cleansed. With the removal of IP and the merge of F4 with F5 banished all (damage/condition/support).
    and keep in mind that the trait lines of the Chronomancer are not that effective in which if you look at it you will find that two(2) trait lines for support and one(1) for damage, with the last nerf they tried to improve the condition damage with F2 has the shortest CD if all clones got shattered in which this will be the probability of (1/4 *1/3) (chance to shatter * number of clones). these, my friend, are all inconsistency.

    To summarize things we have 8 skills that are not effective at all, we have shatter skills in which we have 1/12 chance to get its full potential, poor trait line managing ( as Chronomancer alacrity should be a Unique feature which is why they put 50% alacrity as a selective trait. however, it should be mandatory trait and cannot be selected ). now after you have seen this. do you think reverting back would be unbalanced?

    PS. I have not mentioned all the problems. I can enlight you with more problems but these are the main

    Current Anet Devs likes the Thief class and dislike the Mesmer class, Haven't you noticed? (RIP Chrono) (Bring Back Chrono) (Make Chrono playable)

  • In the spirit of offering constructive ideas, I would like to see Portal Entre reworked so that it is again useful in PvP . The duration of Portal Entre was reduced to 30 seconds in PvP and the skill is now rarely used in matches . I propose increasing the duration to 45 seconds (not the original 60 seconds) and to counter complaints that this would give mesmers too much of an advantage, increase the recharge to 90 seconds to limit the number of times the skill can be used in a PvP match. Would the mesmer community support such a change?

  • @monk seal.8079 said:
    In the spirit of offering constructive ideas, I would like to see Portal Entre reworked so that it is again useful in PvP . The duration of Portal Entre was reduced to 30 seconds in PvP and the skill is now rarely used in matches . I propose increasing the duration to 45 seconds (not the original 60 seconds) and to counter complaints that this would give mesmers too much of an advantage, increase the recharge to 90 seconds to limit the number of times the skill can be used in a PvP match. Would the mesmer community support such a change?

    i dont think anybody cares at this point, i just play 1shoty mirage to get people salty. if i wanted to win games i would play other classes. if you wanna teamplay with portal take thief, its better in every aspect

  • praqtos.9035praqtos.9035 Member ✭✭✭✭
    edited September 19, 2019

    @monk seal.8079 said:
    Not salty, in fact very happy that we no longer have to deal with cheesy mantra power chronomancer shatter builds. In PvE, Druid players have had to adjust to changes made to that specializtion and the lack of fixes, so chronomancer players need to do the same. Why should they receive favored treatment over other professions? Mesmer profession had a major rework in 2018: https://en-forum.guildwars2.com/discussion/27216/game-update-notes-february-6-2018

    Ye, not salty clearly /s
    Fixing something they should have done since the game launch is called "favored treatment"?
    Scrapper had full rework on gyros and all traits,and now getting another "fix". Are you salty that engineer getting "favored treatment" ahead of any other class ? ;)

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