Feedback:User/TheValeyard/Mesmer: illusions persisting against multiple targets

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As it stands now, the current incarnation of Mesmer illusions seem to dissipate once the player's target dies. While allowing for a nice visual effect, in situations with multiple targets this can have draw backs.

Take, for example, a swarm style encounter where there are a large amount of relatively weak enemies. The Mesmer player is in an unfortunate position as their main clone mechanic is rather useless. Once their first target is killed all of the summoned illusions are dissolved leaving the player open to the rest of the wave. In combat with multiple regular enemies a lucky crit might kill something a few seconds before the Mesmer is ready, leaving them unable to summon new clones. This has the unfortunate byproduct of removing any sort of deception and leaving the player vulnerable.

Would it not be possible to have all clones and phantasms persist between one to three seconds for a new target to be found and attacked? (Perhaps the length of time should be dependent on the weapon set? A melee Mesmer would need a few seconds to close with an opponents while a ranged Mesmer would not such leeway.)

It should be the opponents, not the player, worrying about how close to death they are. With the already low health and extreme vulnerability to AoE, having a hard one-enemy limit seems a bit harsh. A soft time limit would give the player a bit more flexibility considering the combat-only non-persistent nature of illusions.