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Jables.4659

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Everything posted by Jables.4659

  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.
  15. > @"Leonidrex.5649" said: > every dps can destroy teams if ignored, other classes just happen to not fold like a house of cards when attacked > I suggest you people run arcdps when you pvp, you will realize how kitten stupid other classes are, 30s duel with condi rev? do 30k dmg, he is still full HP :) > oh you targetted that necro during a team fight for a minute nonstop? well you did 190k dmg to him but he is still full hp, :) > oh you took 20k dmg? it will take you 200s to heal that damage, :) I am very much on the buff mesmer hype train, but I do think they need to be careful about how they do that with Chrono. CS is extremely powerful and I don't see a world where Anet lets that mechanic stay while also giving Chrono the sustain it needs.
  16. > @"Jilora.9524" said: > Yes, everything favors the side that has more players because they have more players. You know where the sentry's spawn so if you want to engage 1 v 3 because stealth allows that and you only play the 4 classes w access to it then when it becomes a 1 v 5 and something dramatic happens like the sentry spawning in the exact same spot it always does and 90 percent of the time we watch the mez or thief still gets away. But once in a great while you get caught and killed that is not an issue. That is you getting punished for engaging 1 v 3 then 1 v 5 and any class w/o stealth doesn't have that huge bailout. So they add this easy avoidable mechanic to hinder you or you would die get caught even less. You basically are complaining your kill death ratio drops from 50-1 to 40-1 and you have to be aware of your surroundings for an npc that might turn a 1 v 3 fight disregarding the fact that you fight all day 1 v 3 and get kills and run off all day and we can't do anything but waste our time and that's cool but dying once in a while to you isn't. Did I say I only play the classes with access to it? Also, its not just those four, Guardian has access with trapper runes. Its funny that you mention that as though its a terrible thing. Last I checked, Revenant was pretty powerful with 0 stealth access. Historically, warrior has been a powerful roamer with 0 stealth access. Currently, Necro is probably the easiest pickup class to play and do well on with 0 stealth access. Fresh Air Weaver is perfectly capable of "1v3 and get kills and run off" with 0 stealth access. And to your main point, I am generally more than willing to take a fight to its inevitable conclusion if there is even a snowballs chance that I will win because The most fun parts of this game are fighting a 1v1 between two truly skilled opponents and fighting a 1vX where the combined power of the enemies makes them equivalent to a truly skilled opponent. Just to prove the point, here's a 1vX where I could've easily escaped without dying but chose to stay despite the fact that I had just made a **terrible mistake** in underestimating the range and damage of flamethrower kit. My belief that marked is bad for the game is not about "get kills and run off all day", its about not wanting a class like Mesmer that is already at a huge disadvantage in a lot of fights to be at an even bigger disadvantage.
  17. > @"Jilora.9524" said: > And of course no sentry and you get to escape from 5 players every single time and of course that's perfectly cool and fun for everyone. The random had to take the sentry 5m before it's not like a big instant surprise surprise there's a sentry in some non-static spot so yeah that perfect escape foiled happens what once a month If I use my abilities well, sure. If I don't, no. Enemies still have reveal, cc, and their own mobility skills. If they use them better than I do they deserve the kill. I am perfectly okay with that. What I don't want is a mechanic built into WvW that drastically changes the way the game mode feels after 7 years while literally favoring the side with more players in small-scale fights.
  18. > @"Leonidrex.5649" said: > I also run axe/torch + sword/pistol, he runs axe/pistol + sword/torch which is different People who choose not to pair pistol with sword make me uncomfortable... there's just something wrong with them.
  19. > @"Woltarion.6829" said: Strangely, chrono is one of the best dps on raid/PVE, but for PvP it's really rare to have decent damage with it. To be fair, Chrono can output a ridiculous amount of damage on a glass build and it is fairly effective if you aren't being targeted. Against bad teams or teams that don't take the Chrono seriously you can literally destroy the opposing team. The issue is that when you're up against people who know what they're doing and hard target you Chrono falls apart very quickly. It needs distortion for spvp.
  20. > @"Bigpapasmurf.5623" said: > Does it hinder? Of course it does. Does it always turn the tides of a fight? Nope I'm really not trying to get into a whole thing here, but that is exactly the point. I'm a Mesmer main, but I enjoy hopping on Engineer, Ranger, and thief from time to time and with all of these classes I'm annoyed beyond belief when I end up in a 1v5 and need to get out of dodge. I have a perfect escape but some random flips a sentry and my mass invisibility ends after 2 seconds. Its just an awful mechanic.
  21. > @"Bigpapasmurf.5623" said: > Speaking of pointless, most thieves don't even need to stealth when fighting sentries so that kind of change would be double pointless. They don't need stealth to fight sentry guards, they need stealth to fight other players in the vicinity of sentry guards.
  22. > @"Godzilla.2847" said: > They could keep a running, class based statistical analysis of 1v1 arena outcomes and give you bonus for winning statistically unfavorable matchups, and reduce your loss penalties when taking statistically unfavorable matches. I would totally be down for that.
  23. > @"Ohimi.4107" said: > I also think they nerf should have been a range nerf like they did to jaunt. Not a mesmer main either Jaunt never received a range nerf. It was actually the opposite. They buffed its range from 400 to 450 early on. its nerfs were a reduction in physical damage, reduction in confusion duration, increase in count cooldown recharge, and a reduction from 3 counts to 2.
  24. > @"Leonidrex.5649" said: > plasma is still going to be OP as kitten Agreed. They didn't nerf Consume Plasma hard enough. The Short-bow 5 nerf was uncalled for though.
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