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Curunen.8729

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  1. Yeah it's always been the odd one out. IA was really good on 20s, crystal sands at least has an evade frame again on low coolrown, and StG has two evades with stunbreak (even though it still has some issues with queueing and doesn't always immediately take priority over other actions which can be really annoying). Mirage Advance used to be interesting when it had the detarget on Retreat, but now it's really pathetic, and only can say it has some synergy with self deception. I'd also like it to have 3/4s evade like axe 3 and give back the detarget. Otherwise between Blink, IA and another good utility (SoM, StG etc...) it really has no justification for existing beyond a cool animation.
  2. I'm all in favour of moving away from the glorified reload button gameplay - I would prefer more diversity in encouraging weapon swap for different weapons in pve. Changing energy sigils and adventurer relic to pvp versions would be a start. Then allowing some direct endurance refund via other skills and maybe a trait would be nice to mix up the button variety rather than dodge 1 dodge 1 reload dodge 1 etc monotonous nonsense. Tbh I'd prefer to delete alacrity so deception cooldowns in wvw can be brought back to pve levels, because otherwise there is a massive difference in having cele staff with alacrity and having any other weapon set. But equally I won't say no to alacrity on all ambushes so that all mirage builds in wvw can have decent cooldowms on utilities - jaunt, IA and blink certainly.
  3. I will echo apharma and Lincolnbeard here. Ignoring MH sword on mirage for a moment, the only thing in a flat footrace may be able to run from is some necro. Thief, ranger, willbender for sure will catch up or easily run away. Rev, engi, warrior and ele likewise to some extent depending on build. Everyone's got 25% movement speed at a minimum now (with rune and relic split), if not some high or perma access to swiftness or more than that. Blink and jaunt without alacrity are long cooldown. Phase retreat still great but not in comparison to buffed mobility of many other specs. Other weapons pretty much do nothing here. Blink should be an bloody F5 given how crutch it is even after the cooldown nerf such that you can never play without it. Axe 3, IA and mirage advance (who uses this waste of a utility slot anyway) can be used creatively on npcs etc to gain further distance but the reality is to be able to run as mesmer requires creative use of stealth/detarget alongside use of terrain with ports. Otherwise the sustain or raw speed isn't there to outrun directly on open ground. Underwater sure spear 4 and 2 (the old 2 was better tbh without that weird blink at the end now) are good though even now I wouldn't take using water to escape as a given anymore. The only specific case on land to have any kind of good engage/escape is running MH sword on mirage, together with every other blink and port available, and ideally alacrity staff to get blink and jaunt back faster. But then you lack significant burst to catch stuff escaping without GS. Now that immobilise and other cc conditions totally kitten mirage without cleanse or resistance (ie relic of resistance with traited mirror heal on alacrity), it adds further limitation. Even with rifle healing, mirage for one can't tank sustain through stuff - better to evade and avoid, and rifle doesnt bring anything else to the table for mirage when compared to other weapons - staff, sword, GS, dagger or even axe despite having its teeth pulled out if not taking the trait. If it had some more cc or something for offensive survivability then sure I could get behind that, eg a one tick aoe pull on rifle 5. But ideally if rifle 5 was a ranged port that would give a nice additional option to other weapons, and rifle is weak enough that you would sacrifice offensive output for that by taking it.
  4. Ok I will give some positive feedback having had a bit more time to mess around - mirage only for the record. + Skill 4 phantasm sound effect on laser sight activation is very cool, I really love this. + Visuals with mirage ambush are less annoying than I expected. Though I would have preferred the DJ phantasm ability instead as the ambush - it's way cooler. + Skill 3 visual is nice. + More resistance (even with the tiny duration) is a nice additional middle finger to immobilise for mirage. However: - Journey being ground targeted is beyond awful. I utterly hate this skill and would swap it for anything else if we had multiple options for weapon skills. The only way I would use rifle is either I cast this at my feet all the time for healing only, or snap ground target to current target could be activated for individual skills, or it just becomes an enemy/ally targeted skill with aoe heal proc around the player. For me this is more of a fighting game that should be against low health npcs (like class npcs in heart of the mists) and players, and giving them more unpredictable behaviour to challenge us. Not the bloody ground targeted RTS this has moved further into with instanced pve and large scale wvw, huddling against mega bosses with their own ground carpeting bullkitten, or large zergs with the same. It doesn't give the right satisfaction personally, though I grudgingly can accept it. - Skill 5 apart from the resistance is really pathetic. Barrier isn't evade/block, and as most people have said the portal is useless. Give us the option to cast and use the portal at range. It's not a stunbreak. It's on a long cooldown. It won't break the game. I don't know where the misrepresentation of mesmer having a lot of mobility comes from. Mirage has sword ambush that is semi chainable, but apart from that the raw ground speed with skills isn't that high. What is high is in combat agility - this for sure we can port and leap around well enough making use of terrain, but in a flat one direction footrace unless you specifically mimic/blink and take alacrity with jaunt, phase retreat and sword ambush (or do tricks like melee weapon IA onto an ambient npc to get distance), you can be caught by a number of specs. Virtuoso and chrono certainly ain't getting away. Everyone has at least 25% movement speed now with runes, usually more with perma swiftness and beyond. Furthering what @Gesbo.6420 said in another thread among other things - increase coefficients and lower base numbers. Fully agree with this - let the player use the stats in the game to choose how they want to build towards. More damage or more healing. Should apply to every weapon tbh, rather than forcing them - in this case into a single role for a single spec only.
  5. I've got the perfect solution. Put distortion on rifle 5, problem solved. ... (\s) 😉
  6. Yeah everything since virtuoso is quite one dimensional, as we see on dagger and rifle. Ok mirage mirrors were a meme once they mentioned the art asset, but at least the spec had some kind of cool thematic ideas, even if the choice of not modifying F skills and tying ambush to dodge could have been different. Though even both mirage and chrono have been subjected to changes that do not necessarily promote the most dynamic and fun, being constrained by the constant need to shoehorn everything into the confounded instanced pve role based "endgame". Sure there have been some good changes, but as always it's so slow, and often skirts around underlying issues. I'm holding out hope for Hammer or Spear or whatever we get next time to be fun, but we'll have to wait and see...
  7. More general feedback for ground targeting in options menu - it would be amazing if we could select snap ground target to current target for individual skills. I don't know whether this is possible, or how it could even work, but the ability to have certain skills snap to target (Journey) while allowing others to be freely ground targeted (Blink/Jaunt) would be welcome quality of life.
  8. Yeah I think a lot of the auto facing on stationary cast was messed up with virtuoso in general. Would be nice for quality of life to see all these required target facing skills to auto face when not moving. That is a problem being constrained by virtuoso traits buffing dagger, though there must be some way to carefully make it work out - like axe is still reasonably functional without the axe trait or ambush given the utility of axe 3, condi and melee clones for shatter. It's mainly bleeding and vuln from the blade traits as far as I'm aware. Dagger does have it rough here given being essentially compared to GS 1/2/3 with choice of offhand - but if there is to be no defence then there should be some kind of minimal utility. Maybe something as simple to start with of dagger 3 giving blind on hit (for the record I don't have an agenda to push for some kind of degenerate Ineptitude build, but just for the utility of blinding enemies). Dagger 2 I'm kind of ok with given the extremely low cooldown and all you need to do is hit for a clone - not like how much of a faff rifle 2 is lol. The trap idea sounds cool like the new thief axe. But in comparison to GS2 clone summon which does vuln and might, or staff 2 which has incredible positional utility, etc - every other weapon has some kind of decent side effect of the clone summon skill. Dagger 2 is like ok pathetic damage and you get a clone. Maybe it could have cripple - nothing too much but a little soft cc that makes it feel like it does something. I'm trying to think what is most likely for minor changes in a balance patch that makes it feel better to use, but of course one day who knows we might get some deeper overhaul before gw3.
  9. pro - build to be almost immune to cripple/chill/immobilise via runes and food and time marches on, which also free 25% movement speed allowing rune and utility freedom. - F5 mirror images shatter spam can be fun. con - not as mobile as mirage, and weapons feel strangely boring without ambushes for me now. - aoe spam can be monotonous in any content. - well of precognition was better when it was evade frames (and kind of more thematic).
  10. I don't know what thread to put this in but worth commenting in the current balance. Dagger 3 is such a pathetic skill. Briefly testing a dagger/shield dagger/pistol CI roaming build, I actually want to unbind skill 3 because of how kitten poor it is, and how bad it feels when CI acts on the 3 skill instead of eg shield 4/5, or even dagger 2 which at least gets a clone out. Dagger 3 only has mediocre damage, no utility, no cc, no nothing else. iWarden at least has some utility with the projectile destruction (edit - and whirl finisher of course) even if apart from that it is an equally pathetic skill/waste of a cooldown. Please for god's sake can this skill be buffed. I would even take dagger ambush being nerfed to compensate, because at the moment dagger on mirage is like 1 disgustingly powerful skill which I'm honestly surprised has survived over 6 months without a nerf (ambush) and 3 almost completely pointless skills (auto, 2, 3). That doesn't feel good to play even if it cancels out overall to some level of balance - can the stuff be spread out more evenly so all the skills feel worth using please.
  11. Yeah it's not like we can build to kitten out resistance or be virtually immune to soft cc conditions like some other specs. After all the moaning about mirage dodge being "broken"/overpowered, this seems to be overlooked. Ok we got a bone thrown to us with sand through glass removing immob, and cheesing relic of resistance with max boon duration and traited mirror heal with alacrity is another method, but this is ridiculous to resort to such nonsense to have some kind of basic survival quality of life. Among other things, Elusive mind for example could be changed to provide such facility to be harder to catch, rather than the random and extremely bland/uninspired and stupid remove one condition on mirage cloak.
  12. For rifle 5 I don't see why it can't be: - first cast, place portal with pulsing barrier/resistance that player can use to port to you, single use. - flip over, eg within 5 seconds, collapse portal and blink to that location doing aoe heal/cleanse or something. Adjust cooldowns appropriately, change barrier/resistance/heal etc to whatever makes most sense.
  13. Agree with 3/4s evade and remove at least cripple/chill/immob, unsure about fury. Personal subjective take of liking the current range as it complements axe 2 nicely in melee range through the mirror - but I think compromise could be to give it 2 charges so you can "double dodge" to greater range if desired? The thing that bothers me most is it still seems to go in the skill queue and not immediately override anything else taking place, unlike other stunbreaks - eg decoy. Makes it really awkward to use sometimes.
  14. Believe me I'd rather delete alacrity from mirage and unnerf all our deception cooldowns in wvw among other things. Never made sense in the first place apart from to shoehorn into these confounded roles for instances pve. For the record not saying the old way of play full zerker or go home in pve was better, but neither is the current state fun. I want mirage to be the rapidly porting around pink thief that does more sustained damage and survivability than core at the expense of the size of instantaneous burst (whether power or condi). IA to 25s, and Jaunt back to 20s would be a start.
  15. I'm not complaining about the free vigour buff so i can take relic of resistance and max out boon duration. 😛 Null field though - this has been kicked in the teeth enough, why even bother with it now?
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