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Fleckzeck.4673

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  1. The change is bad in the current meta, but good, when the xpac hits. Virtuoso with Shield + this Block whould be op. I hated the change, when they revealed it, but when I played the beta, it felt fair. The F5 is still bad, but the reason behind it is okay. Maybe give it more damage?
  2. If the skill should be somehow good in PvP, it should get one of the following functions: A 0.5 sec block, whose length does not scale It should do so much damage that melee attackers have to seriously consider if they take the risk to go into range of the skill now. Then it would be a Defensive skill that is not actually Defensive. The current wet noodle DPS doesn't stop anyone from staying in melee range on Virtuoso and doing damage to him
  3. Salvaging an ascended strike weapon does not reward green prophet shards! Why? If I salvage a raid weapon, I get magnetite shards.
  4. Hey, please change the heal skill to make it fire behind you. The problem ist, that it is only usable if you face the target directly and if you are kiting in a PvP scenario, the skill wont activate very often, because you dont face the opponent.
  5. I like the changes you make to the template system.But sadly it wont help me with my main problem: I have the most fun in Gw2 when I play my main character in every gamemode. I play WvW-Zerg, WvW-Roaming, PvE-Raids and PvP.The most proffession have:1 WvW-Zerg-Build2 WvW-Roaming-Builds2 PvP-Builds1 PvE-Support1 PvE-Condi-DPS-Build1 PvE-Power-DPS-Build 8 or more Builds The balance in Gw2 is in a stage where every proffession can have multiple roles in every gamemode BUT the Template limit is at 6/character. This makes me very sad. The only improvement that I need for your template system is a increased number of templates per character.In opinion is this increase the last missing thing that is needed, to make the system perfect :)
  6. I think we both want a adjustment of the "IH"-Clone-Machanic.You want to change to clone generation to adress the "problem" and I want to have the damage back on the Mesmer :)
  7. Warrior don´t gets many different boons. If you don´t want to wait with "Arcane Thievery" to steal theyr resistance you can steal theyr might stacks. If they spin around, they also trigger your torment stacks. I agree with you, that the matchup is a very hard one. You got why I think a CD is necessary. You dodge every 6-8 sec. But I think its to strong if your clones spam every 6-8 sec a ambush skill. The Mesmers damage does not only come from your passive clone ambush-attacks. IF 66% of your damage is from clone ambush-attacks its a grat reason to split the damage more to the Mesmer himself (and this is the reason why I think the "IH" change is necessary :) )
  8. What is the active gameplay part of this trait? That you spam clones+damage if you use a dodge? You get your own ambush skill without "IH" and if you use it or not is your choice -> active gameplay.Other classes dont get a big part of the damage from just dodging (maybe Condi-DD or Staff-DD (both builds get a nerf)).My suggestion is in fact saying, that "IH" is in my opinion an unhealthy trait for the balance of the Mesmer/Mirage. This is why I want the spamy, passive gameplay, that follows if ppl run this trait, reduced. The reason why I think the trait should only trigger every 20 sec, if you have 2+ clones up, is that it wont get wasted by a random dodge with 0-1 clones up. If you have a minimum of 2+ clones up you have at least 2+ clones + yourself using the ambush skill so the trait wont lose any value to its current state, "only" that it wont spam abush skills anymore and that it will open new room for balance changes to bring the "lost" damage back to the mesmer itself or the shatter skills. Why do you think that the trait is healthy as it is now?
  9. You want, as I understand: Condi-Damage from the Clones removedMore Condi-Damage on shattersMore active gameplayI suggest the following with my suggestion: Why my proposed change would remove Condi-Damage from clonesWhy I think the upcomming changes aren´t necessarry if "Infinit Horizon" gets a nerfThe "Illusions" traitline gets more attantion (it brings damage on shatters back)The gameplay will be more active again because Clone-Ambush-Attacks wont carry the players damage anymoreSo why are my changes "horrible"?
  10. (I often play with "Elusive Mind")Why whould this change make Mirage unplayable?Mirage is very passive at the Moment. You just evade the attacks of the opponent and your clones do the work for you. This is very borig to play and very annoying to play againt (even in Mirage vs Mirage). If Mirage is underperforming with my suggested changes A-Net will probably notice it.A nerf to "Infinit Horizon" gives also room for new buffs :)
  11. Hi,with the reveal of the planed nerfs to Mirage we see once more, that the PvP-Balance of the Mesmer is heavily focused around this trait. Every "Meta"-Build since the "Elusive Mind"-Nerf uses this trait.Mesmer was always a combo profession this is why it has 2 different typs of illusions. Phantasms damage the opponentClones don´t really damage the opponent (only combined with F1-4)The trait "Infinit Horizon" blures the line between the two typs of illusions. Now clones damage the oponent heavily like phantasms .The traits "Infinit Horizon" with "Deceptive Evasion" give the Mesmer nearly the same amount of damage as if you run 2 offensive traitlines bevore (mostly "Illusions" + "Dueling").This gives the Mirage the opportunity to run a very deffensive traitline like "Chaos". With "Chaos" + "Duelling" + "Mirage" the Mesmer has a high uptime of permanent preasure on the opponent AND a very good sustain.This leads the the point where playing against Mirage is very unsatisfying and playing as a Mirage feels very passive, because your clones do all the work for you.Also the Mesmer doesn´t has to rely on 3-Clone+F2 combos anymore because the clones also preasure the opponent heavily.The planed nerfs aren´t nesessary if "Infinit Horizon" itself gets nerfed. " - Illusionary Counter: Reduced the number of clones spawned on block from 2 to 1 in PvP only Phantasmal Warlock:Reduced the number of warlocks spawned from 2 to 1 in PvP only.Increased the vulnerability applied per hit from 2 stacks to 4 stacks in PvP onlyChaos Vortex:Reduced bleed duration from 8 seconds to 4 seconds in PvP only.Reduced burn duration from 2 seconds to 1 second in PvP only.Reduced Torment duration from 8 seconds to 4 seconds in PvP only"All changes want to lower the clone-production or the damage the clones do, to lower the preasure from "Infinit Horizon". My suggestions is the following: Give "Infinit Horizon" an ICD of 20 sec in PvP+WvW only"Infinit Horizon" only activates if you have 1+ clones in PvE and 2+ clones in PvP+WvWThe results I see with this change: With this change the Mirage is forced to change the playstyle. You lose a lot of damage if you just run "Chaos" + "Duelling" + "Mirage" after this change.With a possible "Illusions" + "Duelling" + "Mirage"-Build the Mirage is forced to decide between an extra burst every 20 sec (if he runs "Infinit Horizon") or a condi-remove+stunbreak (if he runs "Elusive Mind""Infinit Horizon" won´t activate if it can´t produce any preasure in PvP (because you need 2+ clones)"Infinit Horizon" is unchanged for PvESword builds which just spam dodges and interrupt the opponent with random sword-ambush-skills can´t exist anymorePlaying against the Mirage feels better becaus you can time the condi-cleans better and the preasure the Mirage spams (in the current state) outside of the burst combos is lowerThe mirage feels more active to play because you don´t get carried by your clones anymoreWhat are your thoughts on this topic?
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