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Fleckzeck.4673

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Posts posted by Fleckzeck.4673

  1. If the skill should be somehow good in PvP, it should get one of the following functions:

    1. A 0.5 sec block, whose length does not scale

    2. 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

    • Like 6
  2. 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.

    • Like 1
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    • Haha 2
  3. 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 :)

  4. @"bravan.3876" said:I dunno when you don't get the active part you have in general on dodge dmg traits even though i already explained then i don't know how to explain better. I mean you are right, the problem is, that the active part from IH on Condimes is very minimal because of the reasons i mentioned already: The condi ambushes are too passively designed. First they are only about dmg and not like sword mostly about having an effect you actively can react to and counter opponents moves as Mirage. The dmg part is secondary to barely relevant on clone sword ambush. Condi ambushes don't have that, they are purely about dmg application (that alone is not even a big problem but:). The second reason is, that the dmg application from clones (even on normal autoattacks not only ambushes) is so high, that it is rewarding enough for the Mesmer to just dodge defensive and kite and let clones do all the work. Another counterpart you don't have on Condimes is that you cannot force the Mesmer into dodging for his clones to make them survive (only classes with traitprocs on hit can still do that), because with all the double clone generation on weapons like scepter and staff the Mesmer can too easily create more clones if some get cleaved out (that is why reducing clone generations on these 2 weapons is the only nerf i agree to).All that reduce the trade offs you have in your dodge managements from dmg dodge traits very hard.

    But not only is the condi clone dmg too strong, the Mirage itself also doesn't rly have that much to compete in dmg applications with his own clones. Shatters are Mesmers and also Mirages class mechanic but as a Condimes you better don't shatter if you can avoid it. You sure don't shatter for dmg because your clones do more dmg with their attacks then the Mesmer does with his shatters. Means the only reasons to shatter is defensive (f4,f3) or only to finish off targets or when the Mesmer has all clone generation skills rdy and don't want to overwrite clones with new clones (then you use f2/f1). The active gameplay part from IH is pretty well burried under the wrong and passive design from the condi ambush skills.

    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 :)

  5. @"Leonidrex.5649" said:I dont think you get why IH is mandatory, GL fighting holo, that gets free stability from your clones becouse IH cant dodge, perma CC immune burst super sustain guy that jut runs you down and steamrolls you, that doesnt even have to dodge your attacks becouse you attack with condi, so he can just facetank -> kill your kitten -> cleanse and heal with 0 brain.

    This is why they nerf the qickness of the Holo to lower its counterpreasure and this is why they also lower the stab on Elixir-U to make it harder for the holo to cover "Corona Burst" with stability. Holo is very strong, but they try to nerf it slowly so I don´t see a problem there. As I told you bevore, changing "IH" gives room for new buffs to Mesmer.Maybe changing "Mirage Cloak" so, that it gives your illusions an evade by default would be a nice change (without triggering an ambush).

    GL fighting warrior that just spins throught you and your clones, GJ ! you dodges that 8k spin, too bad your clones didnt, now you lost them all and he got 8 might, and healed for 2k becouse of it :D

    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.

    EDIT add 20s cs, since you dodge around every dunno, 6-8s? its just another 66% nerf to mesmer, i love it <3

    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 :) )

  6. @"bravan.3876" said:Because i can reach that goal without killing active gameplay parts of IH or even make the trait completely useless. Also you try to add stuff doesn't make sense at all like ICD on a dodge trait (even 20-30 secs rofl, try to do that to other dodge traits on other classes and wait for the reactions pls and suggest that Warrior dodge trait is only working when the Warrior has at least 2 bars of adrenaline up or something like that). Re-read the partt of my post about ICDs on dodge traits. You could have just said pls delete IH from the game and give nothing in return, that is what your suggestions are saying in fact.

    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?

  7. @"bravan.3876" said:Reducing Mesmers clone generation from weapons to have opportunity costs between dmg traits and clone generation traits like DE is very good, i asked for that since the illusion rework. Sadly you still nerf Mesmers own and for that active sources of condi dmg instead the clone ambushes and clone autoattacks from condi weapons. Nerf these two remarkable and give more Condi dmg to shatters back. At this point just switch from one source to the other more active one, don't nerf more.

    You want, as I understand:

    • Condi-Damage from the Clones removed
    • More Condi-Damage on shatters
    • More active gameplay

    I suggest the following with my suggestion:

    • Why my proposed change would remove Condi-Damage from clones
    • Why I think the upcomming changes aren´t necessarry if "Infinit Horizon" gets a nerf
    • The "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 anymore

    So why are my changes "horrible"?

  8. @"Leonidrex.5649" said:

    If you want mirage to be unplayable that would propably do it.IH is the reason you go mirage, remove it and its gone. and since you suggested taking Elusive Mind instead of IH im guessing you have never played with it, have you?

    (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 :)

  9. 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 opponent
    • Clones 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 only
    • Chaos 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+WvW

    The 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 PvE
    • Sword builds which just spam dodges and interrupt the opponent with random sword-ambush-skills can´t exist anymore
    • Playing 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 lower
    • The mirage feels more active to play because you don´t get carried by your clones anymore

    What are your thoughts on this topic?

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