Jump to content
  • Sign Up

Trigr.6481

Members
  • Posts

    150
  • Joined

  • Last visited

Posts posted by Trigr.6481

  1. @bravan.3876 said:IH is fine as it is, clearly the most Mirage defining GM trait with the highest potential to be mostly active (as much as a dodge trait can be active) and tactical with high skill ceiling. Very interesting mechanic should for certain not be deleted or turned into some passive dmg mutliplier as you suggested. In general the ambush mechanic (which gets supported by IH + IH adds even more different combos and active outplay moves compared to core) is what balance out the very strong instant dodge mechanic from MC by creating inherent costs in terms of opportunity costs/ harder decision making in dodge management, adds more and and different combos and tactical outplay moves compared to core and for that includes clearly high skill ceiling.

    The only thing that needs to be done to apply this higher skill ceiling, higher active rate and opportunity costs to (IH) Condimirage as well, is to rework condi ambushes into something more effect/ utility based comparable to gs and sword ambush design. Something that creates the need and incentive for the player to dodge pure offensive to hit well timed ambush effects on the target for active tactical outplays and to do skillful combos with shatters and other weaponskill (just as it already is on power). Turn condi ambushes away from the pure passive condi dmg spam from clones on pure defensive dodges we still have atm (just that because of the one dodge change IH is overnerfed into uselessness for condi, but the condi ambushes are still wrong designed, the one dodge change balanced around the real issues of the wrong condi ambush design without solving the problems).

    For the ambush/IH mechanic it also is essential that Mirage gets it second dodge back because no improved utilties with more mirror generation can replace normal dodges, not only in terms of how useful they are defensive but also in terms of how tactical and active you can use those dodges to make active and tactical ambush plays (mesmers own ambush just as clone ambushes). The one dodge change completely contradicts the Mirage mechanic (just as the gamewide dodgemechanic based on 2 dodges for less spammy on cd and more mindful and tactical dodge management) as a spec supposed to do more with its dodges than only avoiding attacks. With only one dodge the ability to make pure offensive tactical dodges for ambush outplays are nearly impossible because the Mirage is more or less a freekill after blowing the one dodge pure offensive. Means the one dodge change deletes all the potential skill ceiling Mirage can have from the ambush/ IH mechanic. It turns ambushes (from Mesmer and clones) into a pure passive side effect from pure defensive dodging and contradicts all skill ceiling and inherent costs of the elite spec and make active and well timed ambush uses for tactical outplays nealr yimpossible. The Mirage can only hope that the moment he need to dodge pure defensive is also a good moment to use the ambush skill after. That is not skillful. Teh oen dodge change is the biggest nonsense change ever happend in the game (aside from removing IP from Chrono). Weird that most ppl (includign Mesmer mains) don't even understand that.

    Ofc only giving Mirages 2 dodges back would be op in current post patch state, means you have to rework the condi ambushes as mentioned and maybe also need to nerf the power ambushes a little bit so that Mirage does not overperform in ambush rewards with 2 dodges on power and condi. Means how many dmg (power or condi) can be added to the mainly effect /utility based ambushes depends, and needs to be fine adjusted by Anet to a balanced post patch lvl based on 2 dodges. Also normal condi clone autoattacks should lose their high passive condi dmg and should be brought in line with power clones to have nearly zero dmg. These are the minimum changes need to be done. I suggestion a few other nerfs or reworks, some make Mesmer mains more unhappy then others but condi ambush rework based on giving 2 dodges back is absolutely needed to keep the high potential for high skill ceiling of the Mirage spec based on the ambush and IH mechanic and not contradict the whole Mirage mechanic like crazy.

    @Odik.4587 said:I actually would like to see it but this aint happening in a 10 million years

    Suddenly no problem anymore with someone saying the retargeting mechanic is stupid and should get removed? Rofl

    I for one would rather see stealth go on Mesmer than detarget. Detarget plays much more into the subterfuge theme of the class than stealth does.Mind you I am biased in that regard as I have been playing stealthless builds for over a year now.

    The problem is, that retargeting in particular when combined with random position change has way less counterplay (zero to be exact) and kills every possibility for mind gaming (on both Mesmers and opponents side) than stealth. When the target is stealthing i still can anticipate his movement direction, i still can keep track of the Mesmer amoung clones when tracking who is coming out of stealth. Add to that, that most retargeting skills also include a dodge means those skills are just some defensive monsterskills with zero counterplay. While the randomness of the position change can even be bad for the Mesmer itself. IA even adds a lot of offensive power to the defensive monster abilities and is just broken as hell in my opinion and still has too short cd compared to how much stronger it is than Decoy for example. But i would just remove the retargeting mechanic completely. In particular with GW2 slow and bugging targeting it is a pain to fight against even when you have no problem to identify the real mesmer very fast after that.

    I made the video under the assumption that mesmer is never getting their 2nd dodge back based on anet's reluctance of reverting changes in the past, no matter how ill logic said change was. That being said, I still think IH should be removed and replaced with another trait in its place. It kinda lost its purpose imo when they nerfed almost every single ambush ability, I'd just rather see something else at this point. Not to mention that A-net said before that the dodge mechanic is so hard baked into the trait itself that removing the dodge from IH would take more time than removing and redesigning it from the ground up.

  2. @"Pterikdactyl.7630" said:I like your ideas for altering the shatter skills a whole lot.

    Didn't have time to watch the video so I just read the description in the comments. Are you suggesting to straight up remove the mantra and scepter traits? It so, why? The class still needs its glamour trait reintroduced.

    Yes, scepter is already in a bad place imo, so they could technically take the scepter buff and just hard apply it to baseline scepter and it wouldn't be too bad. When it comes to mantras, the suggestion I had would be a better ease of entry because you can just simply select any heal skill and you're off to the races, so it wouldn't apply to just mantras. Heal mantra and stab mantra could use some love sure, but without that trait isn't going to influence people to slot those 2 either way imo.

  3. @Exile.8160 said:Its always the same people that win and they play every single day specially at off hours to abuse the system. I say to limit there wins so other people have a chance at first place

    How are they abusing something by simply playing in the events regardless of the time, you just sound bitter. You also make it sound like you lack the capability to actually get better at the game, and are calling for the game to intervene on your behalf because you don't wanna put in the time.

  4. Nonexistent, this is the result of them taking away self shatter, and distortion. Getting rid of a shatter not only took away your defensive ability, and also everything that you can spec into regarding shatters is also indirectly nerfed as a result, which includes but not limited to, Deceptive evasion, blinding dissipation, Restorative illusions, Bountiful Disillusionment, etc. It effects our vigor uptime, boon uptime, and so on. Self shatter and distortion simply need to be reverted, and then you can take another shot at balance for chrono. That being said chrono in SPvP didn't even warrant nerfs in the first place in it's current implementation.

  5. What's the point? Ben and Cmc seem to be the only vocal points and that's great. But regardless of their motivation it doesn't seem like they have much sway. I'm not sure of Cmc's new position, but I know that Ben only has power over changing the pvp maps, and moving around numbers concerning balance in spvp only. The act of changing a skill other than moving numbers around would require a lot more approval, and therefore would be unlikely to change, so their power is limited. But it's been empty promises for years, I'm gonna walk away now before I type a novel of disapproval.

  6. Arcane Thievery - So a 25 second cooldown skill is a spammable ability so that justifies the removal of slow? That's news to me. And removing the slow makes it "more interactive"? You can do better.

    PU: This is more of a problem of the mechanic of stealth, or rather the damage behind several attacks rather than PU itself. You're starting to sound like a dev in the way you're trying to balance things, and not in a good way. Instead of dealing with the problem directly "the mechanic of stealth", you're trying to gut the supplementary skills supporting stealth that's the problem. Pu was never a problem, make suggestions on the mechanic of stealth and how to change it game wide that benefits everyone, albeit it's harder of a fix, and possibly not realistic, but it's the change that needs to be made. This is a discussion within itself, which also involves changes to reveal. One idea off the top of my head is that stealth would only be effective based on distance, the closer you got to a target, the less effective it becomes, and if you're on top of someone it's instantly removed/able to be targetted and can be seen more clearly. Obviously you'd have to find a way for reveal to be blended into that idea, but you get my point. Reveal is like resistance, under utilized, and poorly implemented overall, it's time for a overhaul to the system. But I'm asking too much here since it makes sense, maybe for guild wars 3.

    Mantra Of Pain : The might is fine, the cooldown is the problem here. With a 1 second cooldown you can literally spam it. Give it a longer cooldown, keep the might, you can also do several things with mantra of pain that rewards you spamming this ability that's cheesy in nature.

    0/3 my friend. Although I didn't really expect you to come up with anything too concrete since you're not experienced on the class "no offense", but there was an attempt.

    Countless

  7. I'm not surprised as more people leave the game, the average player skill drops as well, leading to posts like this which stem from a fundamental understanding of how to play. With people calling for nerfs, without even arguing why, regardless if they're wrong or right. It can't possibly be me, it must be "Insert Forum Thread Nerf". It's like the equivalent to a small poodle barking at air.

  8. @Flandre.2870 said:

    if the holo nerfs go through, class stacking will be more prelevant than ever

    Here's an idea I've been saying for years, how about they just lock in your class when you que for ranked. But you're still able to change your build on said class. This nonsense of playing chicken with seeing who can hard counter who with class swaps before the game starts is absurd.

  9. @DeadlySynz.3471 said:

    @"RisenHowl.2419" said:Let me preface this by saying yes, i understand it's a meme build. It's easy to kill when you have invuln for the initial burst. Just Dodge. Only bad players die against power mes. Bring a reveal. Watch the minimap. etc.

    GW2 pvp player population is at an all time low, imagine someone starting out in pvp running into this. Why on earth would they come back?

    what makes you think that starting player will face players that can pull this off?you ran into 5man premade, they could play kitten like 5x holo and steamroll you harder, exept you wouldnt even be able to fight back becouse the 1-2 skills you would somehow manage to land would deal 15% of their hp instead of 40%.you kept running out of spawn into 3 of them repeatedly instead of leaving with team what did you expect?TBH if you played it properly you could actually win the game.Ah not to mention they propably were communicating unlike your team. Sometimes its better to coordinate instead of complaining yes?

    They weren't talking about any of that; they were specifically talking about the burst they could do nothing about once it was in motion. Which they have a point, how is that type of attack (and player behavior) going to entice people into the game mode? Last time I checked.. PvP wasn't doing too good, perhaps a large portion of the blame can be placed squarely on the players that run those types of builds.

    Wrong, in the end the blame is in the hands of the developers. You can't just expect the playerbase to police themselves, that's wishful thinking, but completely unrealistic. If there is something cheesy in any game, players are going to take advantage it until it's either balanced out or ceases to exist. And in gw2's case, they will typically nerf something completely unrelated, gutting the class in the process and patting themselves on the back, calling it fixed.

  10. In a perfect world where everyone carries their own weight and is equal in skill, in the majority of cases you should more than likely attempt to res unless It's going to without a doubt going to result in your death depending on who's nearby on the enemy team. Most players who generally end up prioritizing the point rather than the team fight do themselves a disservice. Because if the major team fight is lost and could have been won with your presence you're essentially shooting yourself in the foot.

    Because you may have captured a point and gotten say ten to twenty points. But you're risking giving up complete map control and being snowballed because you have your priorities mixed up.

    Countless

  11. @"Irenio CalmonHuang.2048" said:

    Mesmer

    • Illusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW.
    • Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.
    • Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.
    • Chaos Storm: This skill now always dazes on the first strike but can no longer randomly daze on other strikes. This change also applies to Lesser Chaos Storm. Added skill fact to show chaos storm's duration.
    • Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities by 5 seconds when you interrupt a foe.

    1) illusion Of Life : There's no real reason to mess with illusion of life, It's not even remotely broken in pvp, this feels like dartboard balance, just leave it alone.

    2) Power Lock : Not good enough, there needs to be a tell on the ability like a well underneath an opponents feet that's a 1/4 second cast time before activating that's aoe, or make power lock into a projectile. Having you facing your target and respecting line of sight should have been common sense, now lets actually balance the skill.

    3) Chaos storm : The daze shouldn't be on the first activation, personally I think it should be the following "In this order" Poisoned, Daze, Chill, weakness. Having the aoe daze is too much for first tick imo.

    4) Chaotic interruption: Why change the functionality? Just reduce the immob to a second duration and call it a day, this required small tweaks. The problem that put CI in the spotlight in the first place was Mantra of Distraction, in which the changes you proposed aren't enough, above all else it needs a tell. But instead you're wanting to change this into some rng nonsense, nice.

  12. Our current plan is that ONCE the system is ready,ONCE we’ve addressed issues coming from thereUNTIL after swiss tournaments are completeWe DON'T have a timeframe for that change

    So what DO you have? This is textbook classical typical A-net lingo. When it comes to 2's AT tournament, since LAST OCTOBER, how many of those happened? None. Oh but don't worry guys a-net said they wanted to do multiple 2's tournaments, has it happened? No. Don't believe a word they say. When the 2's tournament came out tons of people joined, you said you'd use that as a gauge to get an idea of player interest, what more could you possibly need? Splitting the playerbase? Correct me if I'm wrong but isn't the overall goal to collectively get more people into Heart of the Mists? Like lets play a hypothetical and say 2's comes out tomorrow and had it's own que. Would people arguably leave conquest to go play 2's in which is easier to form a team, and you don't have to play with randoms? Yes. But the downtime to the game mode would only be temporary. As long as it's done right, has it's own que, and is successful, then then new influx of players would easily be worth conquest taking a hit for a month or two.

    You people are so scared to pull the trigger it's insane, you'd rather sit there and make false promises, "actually promises implies you following through on what you say, that couldn't be farther from the truth" while your game decays, slowly. Ok sorry about the rant, back to classic wow.

    Countless

  13. Removing duo que won't have any positive effects on match quality, I'd argue that it would make more players leave the game resulting in worse match quality and worse que times in a already low pop game mode. The current implementation of matchmaking I've seen plat 2 and 3 players going against gold and silver players when its not prime time. But your argument is kinda weak to be honest, who wouldn't want to que with their friends? Shouldn't rank be for "organized play"? Instead we have neither full organized play, and or full solo jumbled into this mess. All because didn't separate it to begin with. They mixed both solo q and ranked que into the same player pool, people complained because as solo players they were getting farmed like wheat "for obvious reasons" and they caved like they always do, and gave us this middle of the road duo q "fix" that's both not efficient, that nobody wanted. Which resulted into this downward spiral of toxicity because people both cant make premades, "which you should with a healthy population", and also you're forced to play with some of the worst players I've ever seen stumble into the game mode. Not to mention without comms your best ways of communicating are pinging a map, which some of these people hardly understand how to walk, and pinging a map to them is like rocket science, you might as well be speaking a different language.

    But at this point in time, reducing our options won't help. Personally I think you're wasting your time by asking for it. You won't do yourself any favors in the long run even if by some miracle you get your way, which will only make things worse.

  14. @Crystal Black.8190 said:

    @Trigr.6481 said:It's a map, not a game mode. Which makes it essentially meaningless if there's no Que system attached to it.

    But without a separate queue it is useless. All I can imagine is to use it for custom arena 2vs2, but it hardly offers anything new and the users of them are even smaller than the existing PvP player base.

    Custom arena 2v2 wont get far, it would have already been a wild success on the already established 2v2 maps if that was the case. The simple fact of the matter is this. Without a que for 2v2 any map they come out with will be dead on arrival, simple as that.

  15. @apharma.3741 said:I don't always agree with you but you're spot on with MoD making CI such an issue and it's spam nature.

    Personally I'd say make mantra of distraction interrupt your current action in addition so you can't simply use it while using other skills.

    MoD buffs over the years:July 28, 2015 - Reduced this skill's recharge from 30 seconds to 20 seconds. 3 months before HoT.July 26, 2016 - The recharge of this skill has been reduced from 20 seconds to 12 seconds.August 08, 2017 - Mantra of Distraction: When fully charged, this skill reduces the recharge of Diversion by 15 seconds.April 23, 2019 - Daze time for this skill has been increased from 1 second to 1.5 seconds.

    I don't think that's necessary, not to mention that's a nerf to all mesmer mantras, which really isn't founded. Also being able to use them while using other skills is worth the trade of charging the skill prior, otherwise you might as well get rid of the charge and convert it into any other cooldown utility mesmer has.

  16. First off let me just say that I'm not blaming them for doing "something" until they fix the root of the problem, but Chaotic Interruption isn't the main conern, it's Mantra of Distraction.

    Mantra of Distraction

    • Instant Cast
    • Can cast while you're not facing the target
    • Hits instantly with no travel time

    Does anyone actually believe this is balanced? I've spoken of this before back when confounding suggestions was getting flack because it worked with mantra of distraction back then, and what did they do? Instead of nerfing mantra of distraction, which was the main cause of confounding being so strong, they instead decide to redesign the trait "which is still very strong btw" instead, which is backwards logic. And now history is repeating itself, but instead with another trait to take it's place with the same root cause. Do yourselves a favor and just balance Mantra of Distraction, here's a great way how.

    Mantra of Distraction.

    Mantra - Meditate, charging a spell that will shoot a projectile that will daze your target, Diversion's recharge time is partially refunded when Mantra of Distraction is fully charged. "This part is the same"

    Power Lock - Shoots a single projectile that dazes your target and nearby foes.

    • No activation time
    • Projectile shoots instantly upon activation "roughly the same speed as magic bullet"
    • Power lock will not activate if you are not facing your target. "same treatment as mirage ambush abilities"

    So this way, there's some decent counter play to Mantra of distraction since it's now a projectile, while keeping Chaotic Interruption intact. There's quite a few things that makes the CI build work, the damage with high crit via bleeds, infinite horizon, deceptive evasion, and the immob through CI, but it all starts with mantra of distraction because of it's forgiving nature and ease of use, a baby can press a button within 1200 range and get interrupts. If you took this mantra out of the equation, this would be a non issue, so do yourselves a favor and balance MOD first, thanks.

    Countless

  17. @Eurantien.4632 said:

    @Chaith.8256 said:I played sPvP for 8 painful games in ranked today with Scrapper, couldn't summon more than one Function Gyro at a time. It's 180 radius and you need to use it as soon as an ally goes down, so.... So glad the F-Gyro cooldown has increased 6-10s and I got ripped off for my Toss Elixir X/Drop Bandages/Detection Pulse/Orbital strike for such a mechanic that I could not even use once.

    FYI:
    • Multi-Function Gyro summoning, can't even confirm it works, haven't witnessed it = utter uselessness.
    • Shuffling around damage trait changes to equal the exact same damage as before = utter uselessness.
    • New: System Shock adept major trait to do a piddly .5s daze once a fight, and un-noticeably improve Rocket Charge in a lightning field = utter uselessness.
    • New: Damage Dampener to defer some damage by 2 seconds instead of helping your build be more lethal or have more effective HP = utter uselessness.
    • The new Adaptive Armor in its entirety = utter uselessness.
    • Trying to play hammer Scrapper in an aggressive manner to take advantage of new Impact Savant = utter uselessness.

    These changes are the worst possible scenario, there are not a single new useful build or mechanics from this 're-work'. Destruction without rebirth is useless

    TL;DR: Useless, all of it.

    You think you have it bad, try playing chrono.

    You think you have it bad, try playing druid.

    Iunno scientist, I'd be willing to bet money that chrono is in a worse spot than druids currently. I feel your pain though.

×
×
  • Create New...