Apr 24, 2010, 02:46 PM // 14:46
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#301
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Quote:
Originally Posted by drkn
I love your posts, sir. They are sooo predictable, especially in PvE-related threads. It's always the very same line.
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That's because that is everything that can rationally be said about this PvE creep.
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Apr 24, 2010, 02:53 PM // 14:53
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#302
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Desert Nomad
Join Date: Aug 2006
Profession: Mo/N
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Bring on the creep. I play this game to wield powers, not to compete for E peen.
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Apr 24, 2010, 08:37 PM // 20:37
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#303
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Academy Page
Join Date: Dec 2005
Profession: R/
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Quote:
Originally Posted by G4ymBoy
I want my mesmer to stay mesmery...just with more AoE >.> AoE Ineptitude anyone?
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"Ineptitude – area of effect; slightly shorter recharge"
Called it. <3
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Apr 24, 2010, 08:57 PM // 20:57
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#304
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by Morphy
That's because that is everything that can rationally be said about this PvE creep.
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Quote:
Originally Posted by aeronox
What are the options?
A) Buff key Mesmer skills; or
B) Nerf key skills from Warriors, Elementalists, Monks, Necromancers, Ritualists; or
C) Change PvE AI teams, builds and behaviours
Which do you think is most likely to happen?
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Pick one. They've tried a tiny bit with builds in C, but not quite enough.
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Apr 25, 2010, 12:57 PM // 12:57
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#305
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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B and C should be applied to the entire game, but that would take ages to do.
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Apr 25, 2010, 01:59 PM // 13:59
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#306
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Wilds Pathfinder
Join Date: Apr 2007
Location: IN my pocket plane. Obviously!
Guild: Little Tom's Pocket Plane [THom]
Profession: Me/Mo
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Quote:
Originally Posted by Raynb
WOW, really nice changes! Makes me really wish to play as a Mesmer at PvE and things look nice on the future!
But I have to ask something Regina. Most of the significant damage changes goes in one of the attribute lines that any secondary Mesmer have access to, and especially in illusion attribute with lots of new powerfull skills.
Have A.net tought in the really big possibility of anyone with Mesmer as secondary profession being equally able and efficient to play the role of a Mesmer primary at High-End PvE? (Cry of Pain being one good example of it btw)
Can something be done so when the balance finally goes live primary Mesmers have a considerable advantage over secondaries using Mesmers skills?
Sorry if I was hard to understand but I got really worried with this issue and I hope A.net can give some attention at this. And once again, thanks for this nice Mesmer balance
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The thing we can say is... we haven't seen the FC changes yet. The most obvious solution is cd reduction. Or they used something less instinctive.
And, from a casual player's standpoint, even if mesmers primary aren't the best. Just being able to be useful while playing in the style of a mesmer will be fun. Even if it's just your friends and guild who accept you without having to talk your way into the group.
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Apr 25, 2010, 02:17 PM // 14:17
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#307
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Frost Gate Guardian
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mmhmm...
I just used Mistrust on that guy! His spell failed! And I did 71 damage! Now just you wait 20 seconds until it recharges!
*watches while the team obliterates the next 4 mobs*
Yeah, I love contributing to the team...
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Apr 25, 2010, 02:54 PM // 14:54
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#308
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Lion's Arch Merchant
Join Date: Jan 2006
Location: California
Profession: Me/
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Quote:
Originally Posted by Morphy
B and C should be applied to the entire game, but that would take ages to do.
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they have had ages to do C. hard mode was added to GW on 4/19/07 yet most of the key issues in HM still exist 3 years later. getting them to fix HM now just isnt going to happen. it was easier to start the power creep in the skill updates and give us overpowered PvE skills then go through the game over the last 3 years and make changes to the mob make up or their skill bars.
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Apr 25, 2010, 03:53 PM // 15:53
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#309
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Quote:
Originally Posted by R_Frost
they have had ages to do C. hard mode was added to GW on 4/19/07 yet most of the key issues in HM still exist 3 years later. getting them to fix HM now just isnt going to happen. it was easier to start the power creep in the skill updates and give us overpowered PvE skills then go through the game over the last 3 years and make changes to the mob make up or their skill bars.
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Inorite :-/.
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May 14, 2010, 09:42 AM // 09:42
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#310
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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Change the Virtuoso's Armor +15 (while activating skills) in:
+15armor while not casting
OR
+1armor for every rank of fast casting u got(10fc=+10al)
That way mesmers will be hard to kill in pvp and pve.
The hex eater vortex revert that karate jesus was talking about seems to be a nice idea.(nice against those hexbuilds or just nice in pve also)
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May 14, 2010, 09:00 PM // 21:00
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#311
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Wilds Pathfinder
Join Date: Sep 2006
Location: Oklahoma City
Guild: Forgotten Realms [FR]
Profession: W/
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I like most of the changes on the preview page.
Having just recently started a PvE Mesmer (in anticipation of the coming changes), and having fun with her focusing on Domination Magic, I'd like to see Fast Casting become the Energy Management attribute for Mesmers, just like Energy Storage and Soul Reaping do for Elementalists and Necromancers, respectively.
The main weakness I'm seeing playing PvE (and not playing PvP in any way) is that all those lovely interrupts blow through energy WAAAY too quickly, so that mistiming an interrupt = nothing left to throw at an enemy who might have waited to use its "omgpartywipe" skill.
Maybe rework Fast Casting to reduce casting time AND give back a percentage of energy every time a spell/signet is used.
I also liked someone's idea earlier of switching several Inspiration skills to Fast Casting, because at the moment Inspiration is the primary energy management attribute for Mesmers, and trying to use them means pumping attribute points into Inspiration which could have been used to make (in my case) Domination spells more powerful.
I also love the idea of giving interrupting skills an instant recharge if you use them successfully.
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May 15, 2010, 03:21 AM // 03:21
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#312
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Well, making FC lower recharges (like it looks like it's going to, according to the "leaked" build) will somewhat make it better for energy management, as all your e-management skills recharge a heck of a lot faster...
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May 15, 2010, 10:47 PM // 22:47
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#313
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Academy Page
Join Date: Mar 2010
Location: [Abandoned acct]
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...only if you crank it up to lvl 15 (45%) and then run a Celerity on top of it.
Meanwhile most ele's are getting more with only 2 skills and necros are getting atleast half that amount with no skills at all.
Speculating purely on PvE performance, I think the *best* possible outcome we can hope for is that some kind of almost-workable tank&spank with Instability or Panic spamming where the mesmers would still need bonders or a imbagon backing them up at which point it's still a lot simpler and faster to just bring more A/E's or Terra's instead.
Nothing's really gonna change here till they make Shadowform actually do what its description says it's supposed to do(IoW: also prevent DoT's from exceeding 20-something damage while no longer exploiting Ebon SOH); and Mantra of Earth (plus all others like it) moved into Fastcasting as well. Right now an Ele or Nec or Sin with Celerity and Redrock does a mesmer's job better than a mesmer can and it looks this skill update doesn't plan on changing that a whole lot.
Last edited by ilr; May 15, 2010 at 11:01 PM // 23:01..
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May 15, 2010, 11:19 PM // 23:19
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#314
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by Skyy High
Well, making FC lower recharges (like it looks like it's going to, according to the "leaked" build) will somewhat make it better for energy management, as all your e-management skills recharge a heck of a lot faster...
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Your energy management skills recharge faster along with the spells that cost you energy...
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May 16, 2010, 04:45 PM // 16:45
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#315
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Academy Page
Join Date: Apr 2005
Location: The edge of insanity.
Guild: Flying Purple Hippos
Profession: Me/
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Yep, non-mesmer energy gain won't be viable anymore since it doesn't scale along. Maybe that means that some inspiration spells will be more worth it than GoLE now, though.
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May 16, 2010, 08:55 PM // 20:55
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#316
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Krytan Explorer
Join Date: May 2006
Location: South America
Guild: Naked Stalkers of America[Nude]
Profession: W/
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Anyway, it sux if FC will not affect other prof spells under 2 seconds. One key concept of mezzies are theyre being able to do things faster than others.
If it really comes to pass, then soul reap could only fuel necro spells, sins getting crit bonus only from daggers and so on.
ironically speaking, that would make things more GW2 like...one profession driven..
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May 16, 2010, 09:26 PM // 21:26
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#317
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by agrios
ironically speaking, that would make things more GW2 like...one profession driven..
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You're starting to catch on and the reason for this is because of balance problems. Balance problems also wouldn't be as bad if skill updates were a lot more aggressive in testing for lower and higher end PvE/PvP while considering that each profession is used in both types of play. People like diversity and complexity.
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May 17, 2010, 08:10 PM // 20:10
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#318
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Academy Page
Join Date: Mar 2010
Location: [Abandoned acct]
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Quote:
Originally Posted by NilePenguin
Yep, non-mesmer energy gain won't be viable anymore since it doesn't scale along. Maybe that means that some inspiration spells will be more worth it than GoLE now, though.
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No they won't unless you're talking about Lyssa's. The full list of changes was apparently leaked to wiki today and All the other token energy gain skills were NARFED by atleast 33% even though no one used them in PvE to begin with b/c they sucked already. ...yes this does include energy tap, energy drain, and mantra of recall. And everything they did is basically to increase damage, not one change made in earnest to improve a mesmer's survival. In all...this update doesn't make mesmers more viable for SC's, it just makes the Mesmer mobs in PvE a bigger headache which then promotes even more reliance on Obsidian Eles & Shadowformers in any PvE group that doesn't wanna deal with this crap. (meanwhile Vow of Silence sits there totally unused for everything but the occasional Running build)
The only fairness about this update is that CoP & Nightmare take longer to recharge for SF'ers & Terras who won't have those skills available on recharge when solo farmin anymore.
Last edited by ilr; May 17, 2010 at 08:27 PM // 20:27..
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May 17, 2010, 08:41 PM // 20:41
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#319
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Atra esternĂ ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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this is gonna make mesmer mobs in PvE a bitch to deal with >_< *sigh*
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May 18, 2010, 02:18 AM // 02:18
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#320
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by ilr
In all...this update doesn't make mesmers more viable for SC's
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Class balance in speedclears? Who honestly cares about this? You were expecting a rainbow of professions in any SC ever?
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