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Iso.3425

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  1. This trait is honestly pretty nice. I'm liking it a lot, but getting 1 stack of might as an option when you could have had Aegis, Protection (both good defensive boons), Regeneration (synergy with rest of Chaos line), or Swiftness just feels bad. I think one of the following changes is warranted Remove might from the trait altogether Each pulse gives 1 stack of might for 5s and one of the other current boons at random Increase the number of stacks of might given each time it's applied by this trait 2 would be a flat buff, so I understand why that's not likely. However, it would better suit the ambush play-style that the increased stealth duration seems to encourage. But I would rather might just be gone from the trait rather than have it reduce my survivability since I didn't get one of the other boons.
  2. Is this a consequence of player damage and stat options being nerfed/removed but minion stats/skills being reletively unchanged from the Feb 2020 patch? I thought this as well with some PvP forum post recently about Ranger pets (specifically the drake or something) feeling overturned, but that might be a different issue.
  3. Another quality of life idea. The remaining duration of Continuum Split should show up as a countdown or "cooldown" on Continuum Shift. I know it's a bit clunky and an abuse of how the cooldown counters are used, but I'd like this better than trying to keep track of the Time Anchored icon on the buff bar.
  4. Rangers and DH are only profs with traps and access to this rune... so yeah, this is kind of directed at them
  5. (Continuing the mesmer discussion train) I wish the strength of shatters wasn't so tied to clones (a low-hp NPC that we have no control over) surviving. Clones die very quickly: whether they're actually being focused or not. It's like a Warrior's adrenaline bar that the enemy can decrease by doing any AoE. If I'm supposed to be rewarded for setting up my clones to make a play, they shouldn't be too squishy and die so quickly. Not to mention clones disappearing if the target goes too far away or if the target dies: no other class has their class mechanic's resources depleted by successfully defeating an enemy. I know hypothetically clones also bring value by deceiving the enemy, but I don't think this actually does much in high level play: except maybe with mirages since they have more skills that de-target and relocate the mesmer and its clones. I'd honestly be happy with just a bigger hp pool for the clones. The passive for Signet of Illusions used to have this forever ago, but it was changed. This doesn't address shatter strength being depleted when I kill an enemy, but it's a step in the right direction at least. Another idea: make all clones take 1hp of dmg per hit or something like that: as soon as you see unusually low dmg on a mesmer, you know you picked the wrong one. I don't love this 2nd idea as much since looking at dmg numbers to identify an enemy will not work well in team fights, but I think you get the idea.
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