Feedback talk:User/Guild Wars 3 perhaps/Rethinking the Mesmer Mechanic V 2.0

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I actually really like your Shatter Storm idea; I think it takes my original concept for Arcane Conundrum to another level. You addressed a debatable issue on the topic of the player's control over Shatter Storm's effects (whether it should just keep going until all clones or destroyed or that the Mesmer could manually stop it at any point). I think that the skill-chain mechanic would be a good solution to the issue.

You could make F1 a three-in-one (or a two-in-one depending on balance issues) skill chain with the final skill shattering all of the clones and sending the F1 ability into recharge.

F1 - Arcane Conundrum

  • Beguile your foe by swapping locations with one of your clones, chosen at random.
  • Range - 1200
--> F1 - Mind Wrack
  • Beguile your foe by again swapping locations with one of your clones, chosen at random.
  • Range - 1200
--> F1 - Shatter Storm
  • Beguile your foe by once more swapping locations with one of your clones, chosen at random. After you swap, destroy all your clones and phantasms, damaging nearby foes.
  • Range - 1200
  • Skill chain enters a 20 second recharge
  • The final shatter would function as per the current Mind Wrack mechanic.


This might end up being the best of both worlds since this model includes misdirection, an eventual total loss of all illusions, a fair recharge and could still even incorporate the current Mind Wrack damage mechanic to prevent a need for a partial trait overhaul. If there are any complaints of the recharge being too high, it's easy enough to reduce it (to 12 or 15) and then remove one of the two skill steps leading up to "Shatter Storm" to avoid giving the Mesmer too much target-lock avoidance.


As for your F2 suggestion, I have to come straight out and say that I'm not fond of it. As interesting as disguising as your opponents might be, I think that--as a freely-given class mechanic--it could end up being slightly broken (a chance to forcefully swap locations with an opponent; ability to attack while disguised despite how that may end up giving you away regardless). Furthermore, and most importantly I think, it sounds like it could end up being difficult to implement. For instance: the Thief's Steal mechanic nets them 1 skill that is separate from both their own and their victim's abilities. Since this is as close as any profession can get to "copying" an opponent's skills, it can be safe to say that GW2 has no in-game mechanic that can be employed to simulate another character's attack skills much less their entire appearance including name and profession icon. Inventing that just for one skill in the Mesmer class mechanic feels a little overboard, especially with the game so close to release.
I personally have an idea on how attack skill simulation could be done without going that far, but I feel like in that case "Doppelganger" might as well be an elite skill. Honestly, that would be seriously cool--but maybe for an expansion or something to let the concept sink in. Mcscamper 02:25, 5 July 2012 (UTC)

I completely agree with your remarks and idea here Mcscamper. They just really need to do something about the Mesmer mechanic to make it more usefull.

Whitesyntax 23:13, 14 July 2012 (UTC)