Feedback:User/Mcscamper/Mesmer skill changes
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Mesmer skill changes | |
---|---|
User | Mcscamper |
Categories | Mechanics |
LAST UPDATE: 24/07/12 (post BWE3)
Suggestions[edit]
Illusionary Counter (scepter 2)
- Problem
- While you do "dodge" backwards as an effect of the block this skill affords you, the distance covered is laughingly short.
- In a game with combat heavily reliant on latency and laden with attacks that deal multiple blows in rapid succession, a single block can often be rendered worthless. See the argument on blindness raised by Guild Wars 3 perhaps for more on that topic.
- Solution?
- Increase the dodge distance (something comparable to Phase Retreat would suffice).
- Grant the user a short Protection boon (2 seconds or so) upon skill use to simulate additional blocking.
The Prestige (torch 1)
- Problem
- The long recharge makes this otherwise well-rounded and adaptable skill rather bland (I mean, who wouldn't rather have an instant 2-second stun every 25 seconds instead?).
- Solution?
- Simply lower the recharge to 25 or maybe 20 seconds.
Illusionary Mage (torch 2)
- Problem
- See above.
- Solution?
- Simply lower the recharge to 25 or maybe 20 seconds. That way, this skill can compete with things like Phantasmal Duelist in terms of damage/utility.
- Confusion damage seems to have been adjusted out of irrelevancy during BWE3, but the fact remains that the rate at which Phantasms currently use their abilities makes this guy lackluster like 1000 year-old copper buried in a damp well. One stack of Confusion (albeit one that lasts 9 seconds) applied every 6 seconds will not make someone consider using this off-hand over the current Pistol or even the Focus.
Mantra of Pain (utility; mantra)
- Problem
- No utility; effectively the same problem with the current Shatter mechanic's Mind Wrack. Why would I take plain vanilla damage when I could take something that could teleport my allies, make us invisible or potentially revive us?
- Solution?
- Difficult. You could add a RNG function that draws from a set queue of possible conditions or maybe throw Confusion into the mix, but as of now the straight damage approach remains a little flat.
Deception (downed state 2)
- Problem
- Quite honestly this has no effect on any post-downed struggle whatsoever.
- Similar to Illusionary Counter, the teleportation distance is, again, hilariously short. Furthermore, if you managed to use it in order to escape while someone was attempting a finisher on you, you are still killed as soon as the other player completes the finisher.
- Solution?
- Revert to the original Teleport downed skill. It was much more useful.
- Add a 1 second stealth boon, increase the random teleportation's effective range (a match to the original teleport skill would probably suffice; roughly 600) and increase the recharge to 12 or 15 seconds.
- You could also consider re-implementing this skill with the Beguile mechanic I drummed up in this suggestion in place of the 1 second stealth boon.
Phantasmal Swordsman (sword off-hand 2)
- Problem
- While not using its skill, this Phantasm stands still and doesn't do anything.
- Solution?
- The fact that this Phantasm triggers leap combos with each attack and return leap could be very interesting to play off of and could outright make up for the fact that it doesn't auto-attack. Reduce the Phantasm's skill use recharge to 2 or 3 seconds and adjust the damage and recharge accordingly.