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Jables.4659

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  1. > @"Salt Mode.3780" said: > Prior to the one dodge nerf mirage was no longer at it's "prime" so I don't know where you are getting into. You falsely claimed that Mirage was never brokenly overpowered prior to the one dodge Nerf. Path of Fire launch up until Feb. 2020 all took place prior to the one-dodge Nerf and I gave you two examples of it being brokenly overpowered during that time. Now it appears you are backpedaling and adding a new qualifier to your previous statement. I am exhaustively aware that pretty much every Mesmer build in existence was drastically toned down throughout 2019 and early 2020. It gives me even more disdain for IH cMirage as this one problematic build resulted in a host of skill based Mesmer builds being butchered.
  2. > @"Leonidrex.5649" said: > rich coming from a guy that made post " struggling with revenant " > that has problems with energy management on kitten herald off all things, you know. Elite that has 0 energy costs. Who didn't have issues with energy management when they first started on Rev? You are genuinely trying to call out the wrong person here. I've known @"Strider.7849" for 8 years and know first hand how good he is with nearly every class in the game. I hate one-dodge-mirage just as much as you do, but pretending that the change was completely unwarranted doesn't help. It was absolutely the wrong way to stop cMirage from running a train on the current meta, but I would be shocked if cMirage got its second dodge back without other changes and doesn't dominate the meta. Its been a common occurrence for people on the Mesmer forums to lash out at people who talk down towards cMirage. It almost always includes something along the lines of "You are not a real Mesmer player" or "You don't know anything about Mesmer". I'm still going to say it: Condition Mirage with 2 dodges performs way too well for how little skill is required to play it. I am aware that there are some genuinely skilled players who like Condition Mirage just as there are some genuinely skilled players who like Necromancer. It doesn't change the fact that Condition Mirage has historically been a spec that allows the Mesmer to play incredibly passively while dealing massive amounts of damage. When you can spend the majority of a fight running away, hiding in stealth, and evading/blocking/invulning while your opponent is killed by AI, we have a problem.
  3. > @"Salt Mode.3780" said: > It was never brokenly overpowered with two prior to the 1 dodge nerf. Mesmer has always been noob stompers which I mean you ranting like this clearly shows that you have been derped hard by many mirage simply because you don't know how it works. In its prime, Condition Mirage was a monster that dominated both spvp and small scale WvW. Power mirage had one of the strongest builds this game has ever seen with Staff Sword/Sword. The build had permanent protection, 25 might, fury, and a host of other boons with an incredibly strong power burst and solid sustained dps. It was essentially invincible in a 1v1 and its mobility was only surpassed by thief. This build's existence led to a number of core Mesmer nerfs including Bountiful Disillusionment, Sword phantasm, and Staff phantasm. To say that mirage was never brokenly overpowered is insane.
  4. > @"Salt Mode.3780" said: > IH is the reason why power mirage had sustain dmg rather then just full on burst instead of removing IH reduce the dmg modifiers on clones, the might stack, the vuln. For condi treatment reduce the condi stacks and duration that clones can apply. Why do you think Mesmer was still the number one target of nerf threads after Anet had basically drugged the profession in preparation for its Feb. 2020 neutering? For 6 years Mesmer behaved in a very specific way. There was never more than 4 targets on the field and clones walked forward and auto attacked at a slow rate. Things were manageable. Fast forward to just before the Feb. 2020 patch and we have the mirage with its three clones, phantasms are now separate so its not uncommon to have 6 enemies to sort through. The Mesmer no longer dodges with an animation, so that very obvious giveaway is gone. Mesmer now has straight up target cancelling abilities, and the clones are now leaping around the battlefield or using other flashy attacks. Its information overload. Obviously as I mentioned, IH isn't the only thing that lead to this insanity. Its just a very obvious way to reduce it while also ensuring that 2-dodge-condi-mirage doesn't dominate the spvp meta.
  5. > @"whoknocks.4935" said: > So basically you kill greatsword power combo with this change, I don't like much. Just a heads up, Anet made a change a good while back that drastically bridged the gap between 1, 2, and 3 clone Mind Wracks. Great-sword Mesmer is absolutely capable of sending people to the shadow realm with one or two clone shatter bursts. I present exhibit A: Laggy Post Feb. 2020 footage (not sure what was up with Geforce Experience that day). To be clear, I'm not in favor of Anet reducing Mirage's clone count. My vote still goes to removing IH altogether when restoring Mirage's dodge. There are plenty of workarounds that could preserve the PvE Cdps builds that are way outclassed by Cfb anyway.
  6. > @"TrOtskY.5927" said: > So maybe think about that before victim blaming next time? Thanks. This might be the lamest thing I've seen on the forums in 8 years.
  7. > @"Moradorin.6217" said: > Also in general I will repeat. I think using a combination of 1-0 and the rest of your keys with one hand while you also click skills with the mouse is required to function. Its some serious nit picking, petty, kitten to bring it up and an obvious distraction from the actual topic. Lmao. This is a dude who talks kitten about other people's knowledge of the game and then gets a mod to remove their posts when his argument fails. All that, and he's a clicker hahaha.
  8. For all the players who asked why removing downstate would improve the game: Downstate as a mechanic favors the side with higher numbers. It really is as simple as that. Any WvW roamer will tell you that fighting 1vX becomes significantly easier when no downstate weekend is in effect. Apart from the obvious removal to promote skill based combat, it would also help to prevent snowballing in matches. In 5v5 conquest, one of the best ways to win is to ensure that the enemy team always has less people in active play than your team. This is accomplished by keeping the enemy team on "half res" so that as they push back onto the points they are always outnumbered (which makes winning fights even harder with downstate essentially acting as a force multiplier to the larger group). Downstate as a mechanic allows players to bolster the re-spawn timer of their enemies by forcing them to sit in downstate and wait for the automatic health degeneration to kill them, providing time for the enemies who were stomped to get back into play as the ones who were forced to wait are still on timer. I'm sure this has happened to all of us many times. It feels as though your team is playing 3v5 for an entire match.
  9. > @"Tseison.4659" said: > Well to be fair, no one asked for them to remove Hexes/Interrupts which I felt were Mesmers real identity in the original game and it’s not like they couldn’t add hexes in GW2 That was something that did bug me early on in GW2. Mesmer in this game plays as a completely different class with a similar theme. Still, I have grown extremely attached to GW2 Mesmer over the course of 8 years, which is why I specified that it would remove the identity of Guild Wars 2 Mesmer specifically. If they did go that route I'm sure I could still find enjoyment out of the spec, but I would much prefer they rework phantasms than clone/shatter mechanics.
  10. > @"Veprovina.4876" said: > They love their thieves though. Permastealth, permaeveade, yet Mirage lost one dodge because it was "too hard to balance how evasive Mirage was"... > I mean, really? I wouldn't be all that happy as a thief main tbh. Its definitely better off than Mesmer, but its not in a good place either. IMO this meta is only fun for people who main Holosmith, Revenant, or Necromancer. The sociopaths who enjoy support specs might also get a kick out of it.
  11. Chronomancer can hold its own with Domination/Illusions/Chronomancer Greatsword Sword/X. Unfortunately, the build gets deleted by most meta roamers if they hard target you. It functions best when enemies underestimate the Mesmer which happens quite often these days. You +1 into fights and go Brrrrr with the GS. Its capable of ending a team fight in seconds if the double burst via Continuum Split is used well. That being said, this is the kind of build that almost requires a coordinated duo queue. Mesmer doesn't have a good place in the current spvp meta and you are almost always better off running something else if you can play the something else as well as you can play Mesmer.
  12. No. To me, removing shatters would remove the identity of Guild Wars 2 Mesmer. That being said, I am 100% on board with phantasms being replaced by attacks executed by the actual Mesmer. If done well, this could solve some issues. 1.) Insta-gib Power bursts would be less lethal as you would no longer be able to precast Phantasmal Berserker and have them land with the rest of your combo. I'm curious to see how the power burst would adapt to this type of change. Perhaps you would throw mirror blade from range and blink in to use GS-4 right as mirror blade hits. 2.) Power Mesmer would gain some much needed mobility via Greatsword and Offhand Sword phantasms. 3.) The inherent issues of relying on AI to deal damage would be drastically reduced for Mesmer. This has become more of a problem since Anet reworked phantasms into one and done attacks (admittedly a necessary change due to Chronomancer). Far too often the phantasm is summoned and either whiffs its ability or its target dies and the phantasm does not attack at all. 4.) It could fix another issue resulting from the previous phantasm rework in that we no longer gain instant access to shatter ammo upon using a phantasm skill. The reworked abilities could summon a clone upon use.
  13. > @"lare.5129" said: > We all know what changes is ok > So I summarize that best changes what came for mesmer: > Mesmer clones HP is to fat now. This is clone, no original, so make less hp for them is great idea. > Mesmer is master of illusions, so in this way some nerf of axe skill make more fun for others too > And will be great limit clones count more soflty and cut is at 3. Or one ?? > Portal ! best gift for wvw limit portal to common that have shared boons, so max ported players count can be 5 or 10. How we calculate mesmer for his own portal is magic of winter day > > Wells .. wells .. wells.. boons applied. The current 3th tick mode is a little bit obsolete for most mechanics .. Or size of well to small. But something is not good with well well well. > I did my best to translate this into proper English. I did not do this to be a Kitten, but to allow the original poster to compare it against his post and learn our language. We all know what changes are okay. So, I will summarize the best changes that came to Mesmer. Mesmer clone health is currently fat. This is a clone, not the original Mesmer, so giving them less health is a great idea. Mesmer is the master of illusions, so nerfing axe skills makes the game more fun for others. It would be great to limit clone count more softly. The count is at three, but it could be one. Portal! The best gift for WvW would be a limit on portal so that the max number of ported players is set to 5 or 10. How do we calculate Mesmer into the max count for his own portal? We calculate it via the magic of Wintersday. Wells, wells, wells. Boons are currently applied on the 3rd tick which is a little bit obsolete for most mechanics. Another possible issue is that the size of each well is too small. Either way, something is not good with wells. On an unrelated note, I disagree with most of this post.
  14. > @"Vukovic.9320" said: > What's the reasoning behind it? I was thinking that Sword/Torch was the defensive set and Axe Pistol Offensive, do you guys mix them up to spread out the damage and defense through the rotations? I don't think it actually matters. When playing Scepter/Torch Sword/Pistol hybrid back in 2012-2013 I chose to place pistol with sword for the purposes of locking down fleeing targets and got used to that orientation of off-hand weapons. I was being hyperbolic in my post.
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