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Gesbo.6420

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Posts posted by Gesbo.6420

  1. 10 hours ago, Nepster.4275 said:

    Mesmer was complicated by default for a lot of people, now even the fact that some skills trigger certain traits and some doesn't makes the whole class more complicated, and do not get me wrong, I do like it when a class is somewhat hard to pull off right but mesmer is that in the wrong way

    This type of complication is not mechanical depth tho, its forced confusing interactions... 

    Recent patches tho feel like a constant push and pull of ideas - when inspiration was recently reworked it felt like there was some sort of vision - you have lots of tools that allow you to play a support - you want to condition cleanse but don't want to bring mantras? OK try sympathetic visage. You want to grab mantras? Excellent we will tie healing to matra charges instead so it can empower one of the skill sets we have had the most issues with in past years. 

    Not too long later they started stripping all the ideas they introduced, lesser mantras not counting for mantras for some reason which is unacceptable... like are there any other lesser skills that have a trait that empowers them that doesn't prock? Then visage also got reverted.

    Chaos had the same treatment, chaotic transferrence was an interesting skill, and it also synergysed with membrane which was also reworked and now slowly taking all those fun interactions back... 

    It's like we get cool interesting ideas implemented and then someone says oh no you can't have THAT much fun synergies bring it back to boring....

    • Like 4
    • Thanks 1
  2. Arenanet, The amount of votes compared to views in this post is not that significant but the people that actually care to share their opinion are unanimous. Can we please get the old animation back? 

  3. They removed the interaction.... thats rubbish.

    That was one if the coolest interactions in the game, it is just another example of things that you think should work in a specific way and they don't just for the sake of idk confusion... 

    • Sad 1
  4. 1 hour ago, Geronmy.3298 said:

    I've been rezzing my pot on the bugs subforum after big patches. It seems i might have to do it for small ones too.

    Please do! I want to believe that the developers just don't know that there is an issue rather than chose to ignore it. Do you think the animation change of Sand through glass is good? I feel like it's like taking away the uniqueness of weavers riptide...

  5. 19 minutes ago, HotDelirium.7984 said:

    AND the mirage mantle glow around the life bar...

    Please, I'm fighting this front too. People need to me more vocal about it as @ShadowKatt.6740 suggests

  6. 2 hours ago, Iustitian.9176 said:

    Yeah, but for what is this skill originally: To escape, not to run instantly back to the "danger zone". So i think its a great change. With greatsword equipped you can instantly start a strong aoe ambush attack now and i think this is much better. 

    I like the functinality of the skill but I would still like to have its original animation, The change was uncalled for...

    • Like 3
  7. 12 hours ago, Ravenwulfe.5360 said:

    Of course the major complaints about the rifle come from the people who wanted some uber DPS weapon, despite having greatsword for that area.

    I don't necessarily agree with that. Even as a support weapon all the individual pieces are disjointed and soulless- you can shoot allies with friendly fire but your clones require an enemy target, you can create clones by hitting an ally with journey but the clone will target the closest random enemy, the weapon is 1200 range but the ambush is a cone 300 range, you have a portal but it takes only an ally and you have no personal use for it. The weapon is so tightly forced to be a supportive weapon it has no room to be anything else. Even as a support weapon you just have to spam all skills of cooldown and nothing has a particular synergy with another. 

    Don't get me wrong I like playing with it because it is effective. But it's notnparticularly fun imo

    • Like 1
  8. On 3/19/2024 at 10:05 PM, Geronmy.3298 said:

    I am prepping a 1 year anniversary  party for the missing mirage cloak fx we lost on june 27th.

    I was going to decorate a cake but they took that too. Can't have kitten in Mirage.

    For the 1 year party should all mesmers spam report a bug that she shimmer ui animation is missing? 

    • Like 1
    • Thanks 2
  9.  

    1 hour ago, Terrorhuz.4695 said:

    I mean, it's a stunbreak with a dodge like lightning reflexes, but it has uses. The easiest one is that of a normal stunbreak, ok, but you also get to dodge back into sword ambush for a fat disengage, and also with IH you can use it for a fast "roll-back-then-cleave" kind of action, with you and all your clones dropping a fat lazer beam on your target.... and with self deception you also get an additional clone for fat cleave (so... kind of like mirage ambush, except you actually get to use it instead of being teleported to some useless place without LoS)

    Lighting reflexes is on a 24s cooldown and it also gives vigor... can you argue that a mirage cloak at the end of it is equal to 6 extra seconds of cooldown plus 10s of vigor...?

    • Like 2
  10. With the 19 of March patch we saw a new change to sand through glass. Instead of dropping a mirror (which applied weakness when broken) we now just head the cloak. Technically a nerf with no cooldown reduction but i digress.

    They also changed the animation of the skill. You no longer do the backwards j-flip but you just preform a dodge roll opposite to the position you are facing. 

    When they returned the second dodge they removed the ui shimer animation and noone seems to care about how many cool flavours of the spec are being torn from the original fantasy of the character dancing around its clones and illusions... its upsetting to get things just removed from the class like that... 

    • Like 10
  11. 28 minutes ago, Geronmy.3298 said:

    Dune cloak can work on heal Mirage pretty good, ambush on the clones is pathetic so getting yourself to ambush as much as possible ain't bad.

     

     

    But that requires someone to actually care about the spec to work on it in the first place.

    It could if the ambush wasn't so clunky to execute. If you spam  the attack it cancels itself. Unsure if this is intended behaviour.

    • Like 2
  12. Sand through glass has a different animation stripping the unique skill animation. It's also 30 seconds cooldown, compared to exactly the same skill on will bender, rolling light (that has another dash added to it btw) for 25s....

    Man we lost the cool mirage animation now we lost the cool back-flop as well.... do better arena net

    • Like 3
    • Thanks 1
    • Confused 1
    • Sad 2
  13. Fully agree. The skill is never used and it is a bit of a tap out. Cool down is high and the effect is not worth it. At least make all your clones preform the attack as well so you have some use of it if you wanna keep it in its current state. It would add to the idea that mirages truly controlling all their clones and misdirecting the enemy. 

    While at it make speed of Sand base line and actually give us a minor trait there... 

    • Like 3
  14. On 3/1/2024 at 2:58 PM, Zebulous.2934 said:

    As to why Mesmer rifle doesn't create a clone when you target a player:

    When a clone is generated by a skill it automatically auto attacks the creature you were targeting as it was created.  If rifle were to generate clones when you target a player those clones would naturally follow and target that player.  If the player never dies then the clones could persist indefinitely.  (If you don't shatter, if the clone doesn't take a lethal amount of damage, If you don't generate a fourth clone, and if you don't move too far away from your clone.)  I could imagine two mesmers giving another player a near permanent entourage of six heal-clones.

    A more fun example would be ten mesmers following a guy around town and generating thirty clones. 

    I have experienced signet of illusions generating a clone that target bits of scenery that the clone cannot reach.  The signet's passive generates a clone that targets a nearby hostile entity, sometimes my staff aoe causes an object to become hostile.  I have stood nearby just to see how long the clone would last.  Signet clones are quite content to remain after I leave combat, in fact the clones themselves eventually also leave combat and sheath their weapon.  If you are lucky the clone can spawn far enough away from the local enemy spawn that the clone just doesn't get attacked.  My longest test was ten minutes.  I suspect that the clone would have lasted longer, but I became bored.

    I don't mind rifle generating clones when players are targeted, I don't mind those clones persisting indefinitely.  I am afraid that Anet would force clones to self destruct when leaving combat just to avoid clone swarms in towns.  I just don't like anet adding an additional self destruct mechanic to clones.
    To be honest I really would like to see a player run around Lion's Arch pursued by 30 clones and 10 mesmers.

    The problem I have is it feels like each skill on the rifle has some pieces of great design but they are not put together.

    Friendly fire can target allys as the name would suggest bur your clones will always target the closest enemy or your target enemy depending on how you generate them. And in pve that's cool because you have your target everyone is swarming around it you will heal around it.  So the option to target allies is rather pointless most of the time and it reveals you from your clones. It's not like you would be healing your allies more if you shoot them directly or anything.

    Journey is a cool skill that targets the ground with lovely visual that generates a clone. But the clone generated targets the closest enemy. Not even an enemy that has been hit with the skill just the closest enemy to you. You have the option to target allies which would also generate a clone but it would still target enemies if any are available, despite the fact that friendly fire can target allies...

    Inspiring imagery and abstraction are pretty cool with their burst heals and weakness application. You finally have access to a burst that can be used in fields! Amazing addition to mesmers... however the skill comes with its own field. Which means that the only field you would ever be able to blast would be your own. That thief that wants to stealth everyone in the beginning of the march you can never help. You can do mass cleanse and blindness with your wells tho! 

    Sharpshooter just is. Cool stun animation that is aoe as well which can lead to holding the whole fight in one place but you don't even get the 2 charges in pvp and wvw. 

    And ofcourse singularity shot. Despite their attempt with the animation to show when the portal is opened from dimensional aperture hardly anyone uses it. I've had a grand total of 3 people take it since release and it's been an amazing tool for moving people from point to point paired with blink .but the interaction is clunky.  The duration if how long the portal stays open for is super short. The lack of clarity for it being open or not is also confusing and people are not used to it which might be adding to the problem, not to mention that it might have some pathing problems, but more on that later.  It also feels particularly punishing to open it and for noone to use it and you still have a 20+ sec to your cooldown penalty because noone reacted to jump in the portal for the what feels like .5  seconds it was opened. 

    I feel like there were plans for clones to target allies but with the mentioned above threats to the servers they decided to go against it. 

    Not to mention all the janky bugs with the weapon. 

     

    Friendly fire will not prock heal in an area if the target is an ally. The bullet just vanishes with no animation. I'm not sure if this was intentional but if it was why  does it feel so buggy.

    Inspiring imagery gets lost in uneven trains CONSTANTLY. and you are punished for the fact that the floor was 1 pixel too high (this can be fixed with mortar arc to the skill or it being programmed like a symbol rather than a projectile I guess) 

    Singularity shot would sometimes miss the mark for the same reason as Inspiring imagery and it will go on full 40s cooldown...

    If your advertising headline for the weapon is directing people to the nearest exit (portal) the portal should be a bigger part of the kit... but I still like the weapon a lot. Its just janky I guess... 

    • Thanks 2
  15. 2 hours ago, Chyro.1462 said:

    Can you (or someone) explain this to me? Am trying to learn heal chrono but struggling a bit with the quick/alac uptime. You say mantra of recovery generates 3 clones every 10 or so seconds, but I don't see clones mentioned anywhere on the mantra?

    Edit: nvm, found the trait ^^

    Hey buddy, what people are referring to is the inspiration trait Ego Restoration. It reads that every time you cast a heal skill you generate a clone. For mantra of recovery that would be when you charge the mantra, and on its 2 charges. Hope that helps! 

    • Thanks 1
  16. 4 hours ago, Vinny.7260 said:

    I'd just like to see it not completely disappear and just turn into the roll-over skill if it runs into a wall. That'd be a nice lil QoL for the future.

    I agree it's really jarring. You are being punished for bad game programming, skill to sustain people. It's also particularly inconsistent when the projectile gets destroyed and not. 

     

    Another funky interaction is that can blast your other fields too. If you drop inspiring images and detonate it in well of eternity it will give you mass cleanse but due to the change of how fields and combos interact you can never blast someone else's field.

    Journey should also have a blast finisher added to it imho

    • Like 3
  17. 2 hours ago, Vinny.7260 said:

    Rifle 3 tends to disappear when clipping into an incline, making for a completely lost skill for 15 seconds.

    I noticed that too even managed to capture a video day one but I think it has to do with how projectiles are programmed. Many skills get lost on uneven terain like this ( warrior longbow, most warhorn spells on elementalist and so on) 

  18. I feel a bit lied to on this one. The way they presented it was Distortion breaks stun - thinking every source of distortion would work (Blade Renewal) and I was thinking all sorts of cool ideas of how you can have mimic and blade turn and signet of illusion so you can constantly have a stun break up your sleave, only for them  to release it and just say oh ye no only F4 breaks stun ... I feel your pain, I am getting more and more dissapointed and jaded with every update...

    • Like 1
  19. You know the issue can very easily be resolved. 

    Lower the base numbers but crank the coefficient of most skills. There you go, power build option.

    Give the bullet from friendly fire 100% combo chance for chaos fields in particular and maybe have journey drop a tiny field for a few seconds - a fun condition option.

    Still have the healing numbers if you invest into healing. 

    Make the portal open on cast of singularity shot and have a different effect for dimensional aperture... 

     

    • Like 5
  20. 3 minutes ago, Mevelios.4809 said:

    Shatter boons aren't tied to the number of clones shattered though! It's only quick/alac for chrono.

    And protection from illusionary defence

    • Like 1
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