Lonami.2987 Posted December 31, 2017 Share Posted December 31, 2017 Do you feel like the mesmer could be much more? That his mechanics don't do his theme justice? Maybe his elite specializations have a weak design? Or do you just want to post some crazy ideas? Well, then this thread is for you.So, just for fun, how would you redesign the mesmer?Last update here: May 26, 2018Few personal ideas to start the thread:Mesmer - Illusion redesignI've never liked the mesmer too much, and I think his mechanic is to blame. The shatters are just boring, and illusions lack some real controls. Both phantasms and clones are pretty disappointing in general, they just feel like something that can't reach its full potential because of how it's designed.The first step is to get rid of the current shatter setup, and make clones and phantasms something completely distinct.Phantasms would no longer be part of the profession mechanic. Now, every phantasm has a role, a goal. Once it's completed, it just disappears. These roles can be something like charging at an enemy and slashing at him twice, deploying a shield for a few seconds, healing/finishing a downed player, etc. So you could consider phantasms are some sort of projectiles now, that enemies can destroy before they reach their target. This change would let phantasms do their full damage on a shorter span of time, improving the general DPS of the mesmer. Removing them from the mechanic lets you have more phantasms up, and we could see some new skills like "summon 6 phantasms at once to distract your enemy" which are not possible now. Phantasms would keep their transparent purplish appearance. Also, all clone skills would become phantasm skills.Clones would now be exclusive to the mechanic bar. Buttons F1, F2, and F3 would summon a clone each, in your selected target location. They would be static, no longer moving, and last for a fixed amount of time. They would copy the player, wielding the same weapon, and use the basic attack against the last enemy the player attacked. Note that melee attacks would only be useful if the clone is placed near an enemy, since they can't move now. Also, distance would be an important factor when dealing with ranged weapons. If your clone is closer to the enemy, its attack will strike before yours, which can lead to interesting strategies, where your enemy wastes time blocking the fake attacks before the real one hits. Clones would keep their player-like appearance, but the revealed effect would temporarily turn their appearance into that of phantasms.Once summoned, their buttons would unlock special abilities. Mesmer players would have different illusion setups to choose from, with different abilities. You would be able to equip two at a time, swapping between them with the F4 button. Clones wouldn't be destroyed when you swap, instead changing to the new setup.Some examples:Switch: These clones let you switch locations with them. Useful to escape from dangerous situations, and to move around the battlefield without your enemies noticing.Explode: These clones can overload and explode when ordered to, throwing enemies away. They overload and explode when destroyed as well. The explosion is inevitable once they have overload.Synchronize: These clones can copy player attacks, including various weapon skills and slot skills. Their version of the attacks is weaker, but still dangerous if used properly.Substitute: These clones can cast a skill for you, with the full effects. The cast has a short delay, giving you time to perform combos with the clone. Useful when you are disabled or out of range, and can't cast the skill yourself.Reflect: These clones reflect enemy projectiles, returning the damage to the attackers. Can be really deadly against enemy players who don't pay attention. Can only be destroyed by melee and AoE attacks.Absorb: These clones absorb part of the enemy damage they suffer, healing the player.Swapping between your two setups can lead to interesting combos. For example, if your enemies have you surrounded, switch locations with another clone to escape, then swap to the absorb setup, and your enemies will heal you by destroying the clone. This is the kind of gameplay that we should expect from an illusionist, in my opinion.All three clones have the same basic stats and special skill, but they have some minor differences depending on button used to summon them. Each clone represents an emotional state, which determines those secondary properties.Joy: Located in F1, has additional vitality, toughness, and healing power.Grief: Located in F2, has additional condition damage, expertise, and concentration.Anger: Located in F3, has additional power, precision, and ferocity.The boost isn't huge, and you won't notice many differences by using one or another, but using specific clones in each situation can improve your effectiveness in combat, specially in PvP and raids, where every number matters. The goal of this is to reward mesmer players who want to take their skills further.Clones can be further customized through traits, to make them damage nearby enemies after swap, to make them become phantasms after being destroyed, to deal conditions when attacking, etc.Slot skills could welcome some changes here and there, but all things considered, this would be the perfect mesmer for me, and I hope you like it as well.Chronomancer - Continuum Split redesignI'm happy with the chronomancer, Continuum Split is really cool, but I'm sad it's just that, and too short. There's so many things you can do with time manipulation, and the chronomancer should have more options.Note that I will be building this redesign on top of the first one, but the idea could still work with the classic mesmer.Continuum Split would stay in the F5 button, but it would change a bit. Now there would be no Continuum Rift, and the split would last a maximum of 10 seconds, letting you shift whenever you want. However, if all your clones are destroyed by the enemy, you lose the ability to shift, and suffer some damage.So, I buffed the split time, but made it easier to counter by the enemy. This adds an interesting gameplay twist, where your enemies have to switch from finding the real version, to finding the fakes. The chronomancer is much stronger now, but he has to defend the clones, and if they're going to get destroyed, shift back before it's too late. Or maybe, you don't want to shift back, and you destroy them yourself.While you're under the Time Anchored effect, clones would become tougher and be frozen in place, and skills F1 to F5 would be replaced by new skills, losing clone management in exchange of enhancing your manipulation over time:F1: Switch location with the first clone, and heal it and yourself.F2: Pull nearby enemies to the second clone.F3: Shatter the third clone to extend the split for 5 additional seconds. Same as F4 if it's the last clone standing.F4: Shatter all your active clones, preventing the forced shift.F5: Continuum Shift. Restores clones and phantasms to their position and status back when split was activated.Aside from that, wells are now part of the timeline. Their expiration timer is frozen while split is active, letting you extend their duration. If you casted them once the split started, they will stay once it's over, and the cooldowns won't change. This change gives them a deep synergy with the split, and more ways to interact with it.Mirage - Full redesignThe mirage is too simple for an elite specialization, and the excuses from chronomancer don't work here. Note that I would again be writing this on top of the first idea, though it would work for the original mesmer as well.I want something different for mirage. I believe that elite specializations should be about new mechanics, and sometimes, the new ones should replace the originals. This would be one of those cases.So, first step, clean the mechanic bar. Leave it empty.Second, the new mechanic. I think mesmer needs a pure raw power elite specialization. One about fierce melee fights, where it's all about direct damage and close combat. Clones would need to be repurposed into something else, fitting this role.I'm calling this new type of illusion the echo. Three echoes would follow the player all the time, repeating his actions. Each echo would have a short delay of 1/2/3 seconds, making a trail after the player, and letting you cascade skills for combos. However, if the player stands still, they disappear, so he needs to be moving constantly, even in melee combat.Echoes repeat everything the player does, every single skill (with a few exceptions), with less damage and shorter effects. They're supposed to replace the DPS produced by clones, after all. They can't be selected, and they can't be destroyed.Third, Mirage Cloak. I don't like this skill, it's just too dull and simple. I want something with mobility, that has a good synergy with echoes.So now, mirage cloak will be a dash, which can be paused by using an ambush skill, in which case, the echoes, now further from each other due to the dash speed increase, would use it as well, increasing its effectiveness. The endurance is now down to 50, but you can control the dash distance by holding the dodge key, consuming less than with normal dodges.Fourth, let's get into the mechanic skills. Mirage would use F1, F2, F3, and F4.Mechanic skills F2, F3, and F4 would summon a Mirage Mirror. The big mirrors wouldn't be available through slot skills anymore, which would be redesigned. They have a new purpose now, and it's boosting the mirage cloak dash.The idea is that you'll dash against the mirrors, for additional effects. There would be three different mirrors:F1: Double the dash forward.F2: Double the dash, turning 45º to your right.F3: Double the dash, turning 45º to your left.Mechanic skill F1 would be a burst skill, based on your active main hand weapon. This skill would force you to be still (so no echoes), and it would summon a fan of illusory weapons, which would then be thrown/fired one by one to/against the target enemy. It would be a channeled skill, meaning it can be cancelled by enemy crowd control.It would require a new adrenaline-like resource, which would be obtained by inflicting and evading damage. The skill would throw/fire a different amount of illusory weapons depending on the tier of the resource.Fifth, slot skills would be redesigned. Now they would all be about spawning minor mirage mirrors, with different effects from the ones in the mechanic bar. They wouldn't double the dash, but they would give various bonuses when dashed through.Finally, I would give mirage off-hand axe as well.The idea of this redesign is to make mirage a killing machine wielding axes in both hands, dashing to charge against his enemies, using echoes to strike them multiple times. A whirlwind of destruction if you wish, which focuses on his own positioning instead of that of his clones.The weak point would be crowd control, since it would make echoes despawn temporarily, or cancel the burst skill. Conditions affecting endurance would complicate dashing too.Just some random ideas to begin the thread. Waiting for yours! =)Profession Redesign series:Elementalist - Mesmer - Necromancer - Engineer - Ranger - Thief - Guardian - Revenant - Warrior Link to comment Share on other sites More sharing options...
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