PvE Mesmer nerfs should end.
Reverend Dr
Its not a matter of fixing. Right now the mesmer can be overpowered in the pvp environment and at the same time be completely underpowered in the pve environment. Its killing 8 things vs killing 800. So either a complete redesign of the class (aka delete mesmer, create a new class, call it mesmer), or completely change pve so it more about beating a small number of very strong monsters rather than beating tons of terrible ones.
Del
Lanier
Thats an interesting idea. It would be interesting to see that in action but im sure Anet wouldn't be willing to invest the amount of time needed to make something like that true.
Del
but if gw was better designed that way, all classes would generally be more viable, and with quality over quantity, they'd have to put a lot less effort into nerfing farms to begin with.
Shriketalon
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Maybe it is true that mesmers are more "limited" in what they can do more efficiently than other professions, and maybe it is true that mesmers can not do the stuff that makes PvE "faster" than other professions, but mesmers do interupt and disable better than any other class.
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What mesmers need is a way to be Credit To Team.
Recharge times have already been mentioned. They are ridiculous.
Energy loss doesn't work against monsters, who have nearly infinite energy. All skills that use it should be reworked.
More skills should be Area Effect. This helped several Illusion elites, it should be expanded.
Inspiration skills should be better at buffing the party; more hex removal, better recharge on hex removal, and ability to use energy stealing skills to transfer to the entire group.
And finally, Fast Casting skills need a serious buff. Right now, it is a pathetic prime attribute, simply because Mindbender and consumables blow it out of the water. The four normal skills (Persistence of Memory, Power Return, Symbolic Celerity, and Symbolic Posture) all need incredible buffs, along with the elites, to give the mesmer an edge, a reason to actually play a mesmer primary over any other class.
Currently, Mesmers are not Credit To Team. They should be.
maxxfury
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Damage, more disruption, or anything else. Have you played an interruption or e-denial build on a mesmer in hard mode? Illusion of Pain is that far overpowered compared to skills of other professions in PvE? I'm sorry, but "their shutdown skills are plenty powerful enough (in hard mode and useful in normal mode)" doesn't seem right with how the skills/foes are atm..
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It doesn't matter why the mesmer is weak in PvE. It is, and that needs to be fixed. It doesn't matter that they aren't intended to do damage (assassins aren't mean to tank or do AoE damage, ritualists aren't meant to use scythes, elementalists aren't meant to heal, rangers aren't meant to throw spears, etc). Damage and damage prevention wins PvE. So, either PvE needs to be given a serious rework, or Mesmers need to be given a way to do one of those two things so that it can at least compete with the other classes in the game.
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Because I find disruption to be far more fun than direct damage. Thats the whole reason why I play mesmer in PvE.
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nor do they spread conditions well. What mesmers do better than any other class is interupt and disable. |
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You have Fevered Dreams and Extend Condition builds, but they're very fragile to the smallest slip ups due to the various illusion and inspiration energy skills. |
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The problem is, as mentioned, interrupts and disabling are not as worthwhile in PvE. There's no point in disabling a monster if there are five of the exact same kind right next to it. There's no reason to interrupt when you can just kill. They may be fun, sure, but fun won't get you into a group, and fun won't pull your weight in high end areas when the entire team is counting on you to contribute just as much as any other class.
What mesmers need is a way to be Credit To Team. Recharge times have already been mentioned. They are ridiculous. Energy loss doesn't work against monsters, who have nearly infinite energy. All skills that use it should be reworked. More skills should be Area Effect. This helped several Illusion elites, it should be expanded. Inspiration skills should be better at buffing the party; more hex removal, better recharge on hex removal, and ability to use energy stealing skills to transfer to the entire group. And finally, Fast Casting skills need a serious buff. Right now, it is a pathetic prime attribute, simply because Mindbender and consumables blow it out of the water. The four normal skills (Persistence of Memory, Power Return, Symbolic Celerity, and Symbolic Posture) all need incredible buffs, along with the elites, to give the mesmer an edge, a reason to actually play a mesmer primary over any other class. Currently, Mesmers are not Credit To Team. They should be. |
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Personally id like to see some of the OP stuff brought down a level or two from other classes and some of the weaker pve classes pumped up a little......no gimp classes and no uber godly classes.....i wont hold my breath waiting for this tho :P In the mean time i want a few buffs for the lower tier classes.....not holding my breath on that either tbh :P
MithranArkanere
I'm totally fine with nerfing mesmers into oblivion.
Any change done to PvE mesmers will be done to monsters too, and that means an easier life for my elementalist.
And oblivion isn't that bad. It was 2006's best RPG.
So you should be fine with it too.
Ok, seriously now. Remember that any buff to PvE mesmers will be done to monsters too. And mesmer bosses tend to come together in bunches.
Wind Riders are just annyoing. Give them interrupting AoEs with great damage, and you can bid your farewell to almost any party. No more healing spells, signets or chants...
So, if they are buffed, it should be in a way that benefits a mesmer, but not a bunch of mesmers. Centering changes in Hexes should help with that.
Any change done to PvE mesmers will be done to monsters too, and that means an easier life for my elementalist.
And oblivion isn't that bad. It was 2006's best RPG.
So you should be fine with it too.
Ok, seriously now. Remember that any buff to PvE mesmers will be done to monsters too. And mesmer bosses tend to come together in bunches.
Wind Riders are just annyoing. Give them interrupting AoEs with great damage, and you can bid your farewell to almost any party. No more healing spells, signets or chants...
So, if they are buffed, it should be in a way that benefits a mesmer, but not a bunch of mesmers. Centering changes in Hexes should help with that.
ForgottenAccount
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I'm totally fine with nerfing mesmers into oblivion.
Any change done to PvE mesmers will be done to monsters too, and that means an easier life for my elementalist. ... Ok, seriously now. Remember that any buff to PvE mesmers will be done to monsters too. And mesmer bosses tend to come together in bunches. Wind Riders are just annyoing. Give them interrupting AoEs with great damage, and you can bid your farewell to almost any party. No more healing spells, signets or chants... So, if they are buffed, it should be in a way that benefits a mesmer, but not a bunch of mesmers. Centering changes in Hexes should help with that. |
Of course, most Mesmer skills are pretty weak, or rather weak when used with no actual intelligence, so that inhuman reaction time is the only thing monster Mesmers even have. Pop a fast-recharging skill so they waste their interrupt and then kill them. Or, more likely, leave the Mesmer monsters for last because once they've blown their interrupt they're no longer a factor in the battle for the next 20 seconds -- Plenty of time to kill everything else then mop up the pathetic Mesmer monster wanding you.
upier
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it was. e/me on mindbender, especially. no one complained or suggested to nerf it before e/me (or, well, any/me) started to cryway everything.
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other classes already have something cool. paras - imbagons; sins and warriors - scythe builds; monks - 600/smite, RoJ, versatile 55, (...); necros - minion masters, bloodspikes, excessive life stealing, wells. the list goes on. mesmers, at the very moment, have nothing unique (or especially powerful and mesmer-only or at least mesmer specific) to compete with against other classes.
i don't really see people rerolling to mesmers just to be able to cryway again. pugs would include the old mesmers but it wouldn't cause the same boom as shadow form - as everyone had to get a sin. |
And in farming, people don't run what they "like", they run what works best.
If CoP would be back to it's insane self, but only useful for mesmers, you WOULD see massive numbers of mesmers.
reaper with no name
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Its not a matter of fixing. Right now the mesmer can be overpowered in the pvp environment and at the same time be completely underpowered in the pve environment. Its killing 8 things vs killing 800. So either a complete redesign of the class (aka delete mesmer, create a new class, call it mesmer), or completely change pve so it more about beating a small number of very strong monsters rather than beating tons of terrible ones.
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Del
there's this thing, see, called mesmers not being designed for being an imba pve class, so if you don't like it, roll something else. if you don't want to play another class, then play pvp, or get over the fact that mesmers suck in pve
drkn
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Ok, seriously now. Remember that any buff to PvE mesmers will be done to monsters too. And mesmer bosses tend to come together in bunches. |
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there's this thing, see, called mesmers not being designed for being an imba pve class, |
no. and although i agree that mesmers were designed for pvp, not pve, and this is why they suck there, i think all of the above should be changed.
@upier:
i'd rather see more possibilities of playstyle AND buffed monsters to be resistant to the new ways than being limited to one build, built not around my primairy profession. adding an effect to CoP like 'after the second copy of CoP hits any mob, he resists next copies for 7 seconds'. there are many, many ways to give us more freedom while setting our builds without breaking things.
Del
you should probably find something secondary that a mes primary can use well. people managed to do it with a couple classes that were already ok in pve, prob can't be that hard to do with mes, even though VoR works well enough as is.
probably not, but the tools were there for someone to learn how to abuse it.
mesmers are fine as is, if you don't like long drawn out fights with pve mobs, then mesmer obviously isn't a class you should be playing
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were monks designed to 600/smite everything, including doing three-man foundry or two-man uw?
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mesmers are fine as is, if you don't like long drawn out fights with pve mobs, then mesmer obviously isn't a class you should be playing
Tenebrae
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there's this thing, see, called mesmers not being designed for being an imba pve class, so if you don't like it, roll something else. if you don't want to play another class, then play pvp, or get over the fact that mesmers suck in pve
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No one is even asking for them to go 1234 with any random skill in its bar and pwn all HM pve so back off.
Rangers and Mesmers have an pvp oriented design but with skill split it doesnt mean it has to be always like that and we have seen it many times. Like all ppl that uses its brain know , pve mesmers need aoe effects in some spells and lower recharges in some others. No one asks to overcome necros and eles in any role , just a logical buff that many mes need.
PS: Mes Mobs are not a problem even with those buffs , AI is still dumb and thats it .
Lusciious
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PS: Mes Mobs are not a problem even with those buffs , AI is still dumb and thats it .
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The only reason why i didn't play a mesmer is that male mesmers are ugly .
Anyway, back to topic.
These "nerfs" aren't hitting mesmers as bad as you think . there's always another way to do something . Just gotta think out of the box . SCs makes everything boring . What's the point of being able to finish the deep in 12 minutes ? so you can get money ? Dude it's just a GAME . You play games to HAVE FUN . not to earn money . If you want to earn money, go get a real life job . at least those type money can help you unlike these virtual money. However, i have to agree that we need money IG to an extent that without money, we cannot really do much and be satisfied with the bare minimum.
These nerfs were targetted at OPed stuffs . it's you guys who decide what is OP and not . If something is OP, chances would be everyone would abuse it like if you could hack in a game, you would because it would make it so much easier . don't tell me you never tried hacking before . I'm sure everyone have done it once .
Like mentioned earlier, if everyone abuses it, it becomes popular, test krewe finds out about it and BAM! It's always like that .
But tbh, IMO i feel that instead of nerfing this and that . Why not buff other skills ? There are many useless skills i can think of . But i guess the reason behind the nerfs is that it is much easier to nerf a skill than to buff a skill / AI . Also, Nerfing the skills means we're back to 1:0.5 where 1 - us, 0.5 - AI.
If we were to buff a skill, it would mean that it'd be 2:0.5 and then they would have to buff enemies' AI as well . Why would anyone want double the work ?
Theres something i don't understand ... why are there duplicate skills of each other . If you want a duplicate skill, get echo or arcane echo not another skill with another name but has the same effect . If you cannot think of another effect for this other skill, why bother implementing it ?
drkn
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So you want AI to be smarter ? as smart as humans ? or smarter than humans ? maybe till they take over the world ? o.o |
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The only reason why i didn't play a mesmer is that male mesmers are ugly . |
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These "nerfs" aren't hitting mesmers as bad as you think . there's always another way to do something . Just gotta think out of the box . |
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What's the point of being able to finish the deep in 12 minutes ? so you can get money ? Dude it's just a GAME . You play games to HAVE FUN . not to earn money . |
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These nerfs were targetted at OPed stuffs . |
i could go on with those examples.
the problem with nerfs is that they nerf what people abuse on secondary mesmers, totally ignoring the fact that there are primairy mesmers playing pve. and they don't like splitting too much.
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why are there duplicate skills of each other . |
e:
my general attitude towards pve balancing is pretty simple.
* nerf severely broken skills and builds, like SF, 600/smite, w/d scythes, infusers
* if you want to increase the difficulty, it's better to buff monsters than nerf players
* buff or completely rework useless skills, attributes, insignias
* by improving monsters and buffing some useless skills, you can keep the general difficulty at comparable level to the current one while giving us much more options on creating working builds
i applaud to the add on of skeles in uw. THAT is the way to go. too bad it turned out that old tricks are stronger than new foes - so SF has to be nerfed, even though anet tried to nerf uwsc and leave the sin-base with their god mode.
rather than enforcing the use of meta in pve, just handle us various options, comparable in the outcome and team supporting. one of the most enjoyable things to do in GW is to form a working build. but it's impossible when you're limited to several useful skills or lots of copies.
Lanier
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there's this thing, see, called mesmers not being designed for being an imba pve class, so if you don't like it, roll something else. if you don't want to play another class, then play pvp, or get over the fact that mesmers suck in pve |
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mesmers are fine as is, if you don't like long drawn out fights with pve mobs, then mesmer obviously isn't a class you should be playing |
The only reason really to be playing a mesmer is because you want to have fun or because you dont mind slightly longer battles. If you want to speed through PvE, play another class.
One idea I liked, however, was making monsters in PvE more powerful. This would not only make the mesmers primary role more powerful in PvE, it would also make PvE more challenging in general. Maybe the normal monster's health armor and damage could be buffed to the level of the current bosses and the current bosses could have their health, armor, and damage buffed to the level of boss-like foes at the end of the dungeons. That would certainly make PvE more interesting.
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of course, i share your view. though using e-denial on mobs isn't fun at all. using most of mesmer skills on one target and then just wanding for 30s, because the skills are recharging, isn't fun. |
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Why not buff other skills ? |
drkn
i think that the real question is if we want to have complete specialists in guild wars or classes that have some stage of versatility. either way, one rule should apply to all professions.
mesmers are specialists. they specialise in disruption, what is damn hawt in pvp, but they suck at nearly everything else.
if we were about to follow that trail, monks would only be able to heal or prot (hybrid monks would need to be somehow eliminated - you either heal or prot), rits would have to either support by healing/protection, summon spirits or support damage, paragons would have to either play supportive role as imbagons or pure damage on spear mastery...
as you see, it would limit and cripple the game badly. very badly, i'd say, and it's NOT the way to go.
the other option is to give some sort of versatility to everyone. sure, sins shouldn't be god mode tanks, but i don't mind them tanking at some level or running scythes as long as dervishes are better with their primairy weapon than them. monks can heal, prot, go hybrid, go damage, bond etc, and that's good for them.
mesmers can, at the moment, be successful only at disrupting. they may try to deal some moderate damage or use their fast casting in conjuction with a subclass, but they're still inferior to all other classes at it.
so what we need is to balance out the versatility level. either nerf all other classes and make specialists or buff underpowered classes and give their players the ability to run other builds than they had to.
if you enjoy playing disruption in pve, that's fine and that's your view. it's not the only righteous option, though. i believe we should be able to choose from a bigger skill pool when we form our builds and decide what we want to run in pve without the need of rerolling to another character, especially that there already are classes that can do everything.
so a mesmer should be a specialist disruptor with other options to go, at a viable level, making him useful in a team in high end pve area, especially that disruption itself isn't the best in pve. an elementalist should be the damager, but i'm fine with ele healing or tanking as long as monks/rits are generally better healers. the more options to choose from, the better.
right now, we have classes with loads of options and classes with max one useful way and loads of crappy, useless skills.
the same applies to w/d and a/d problem. if dervishes were the most powerful with scythes, sins or warriors running with them wouldn't hurt that much. right now, though, a warrior can achieve much higher damage with a scythe than the primairy scythe user. something's wrong.
the same applies to other things. make mesmers top disrupters - so that rangers' interrupts should be nerfed - but let them run some other options, too, at a level letting them to get into a pug.
pvp, on the other hand, should be, imho, specialised to the pain. or there should be two-three general builds to run. but, now, i'm not a pvp expert, so you may disregard that very part.
mesmers are specialists. they specialise in disruption, what is damn hawt in pvp, but they suck at nearly everything else.
if we were about to follow that trail, monks would only be able to heal or prot (hybrid monks would need to be somehow eliminated - you either heal or prot), rits would have to either support by healing/protection, summon spirits or support damage, paragons would have to either play supportive role as imbagons or pure damage on spear mastery...
as you see, it would limit and cripple the game badly. very badly, i'd say, and it's NOT the way to go.
the other option is to give some sort of versatility to everyone. sure, sins shouldn't be god mode tanks, but i don't mind them tanking at some level or running scythes as long as dervishes are better with their primairy weapon than them. monks can heal, prot, go hybrid, go damage, bond etc, and that's good for them.
mesmers can, at the moment, be successful only at disrupting. they may try to deal some moderate damage or use their fast casting in conjuction with a subclass, but they're still inferior to all other classes at it.
so what we need is to balance out the versatility level. either nerf all other classes and make specialists or buff underpowered classes and give their players the ability to run other builds than they had to.
if you enjoy playing disruption in pve, that's fine and that's your view. it's not the only righteous option, though. i believe we should be able to choose from a bigger skill pool when we form our builds and decide what we want to run in pve without the need of rerolling to another character, especially that there already are classes that can do everything.
so a mesmer should be a specialist disruptor with other options to go, at a viable level, making him useful in a team in high end pve area, especially that disruption itself isn't the best in pve. an elementalist should be the damager, but i'm fine with ele healing or tanking as long as monks/rits are generally better healers. the more options to choose from, the better.
right now, we have classes with loads of options and classes with max one useful way and loads of crappy, useless skills.
the same applies to w/d and a/d problem. if dervishes were the most powerful with scythes, sins or warriors running with them wouldn't hurt that much. right now, though, a warrior can achieve much higher damage with a scythe than the primairy scythe user. something's wrong.
the same applies to other things. make mesmers top disrupters - so that rangers' interrupts should be nerfed - but let them run some other options, too, at a level letting them to get into a pug.
pvp, on the other hand, should be, imho, specialised to the pain. or there should be two-three general builds to run. but, now, i'm not a pvp expert, so you may disregard that very part.
Voice of Reason
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The only reason really to be playing a mesmer is because you want to have fun or because you dont mind slightly longer battles. If you want to speed through PvE, play another class.
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One idea I liked, however, was making monsters in PvE more powerful. This would not only make the mesmers primary role more powerful in PvE, it would also make PvE more challenging in general. Maybe the normal monster's health armor and damage could be buffed to the level of the current bosses and the current bosses could have their health, armor, and damage buffed to the level of boss-like foes at the end of the dungeons. That would certainly make PvE more interesting. |
Del
FC water, FC curse, FC stoning, VoR, backfire, empathy, drain enchant, shatter enchant, virulence spike, signet of illusions spelljacking, there's quite a bit more to mesmers than rupting.
drkn
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FC water, FC curse, FC stoning |
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VoR |
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backfire, empathy |
they would be much more viable and desired in groups if they were cheaper/on shorter recharge or AoE. i would love to see backfire becoming cheaper/shorter rc and empathy going AoE.
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drain enchant, shatter enchant |
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virulence spike, signet of illusions spelljacking |
and that's what we'd like to change.
a sin without the use of secondary profession can be useful in pve. same is true for monk, ele, rit, derv, war, necro, ranger. up to some point, also for para. so why mesmers have to rely on secondary profession if they want to run anything useful?
Lanier
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A player shouldn't be gimped for playing the class he or she wants.
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i think that the real question is if we want to have complete specialists in guild wars or classes that have some stage of versatility. either way, one rule should apply to all professions. |
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they're fun, but they kill half the damage from VoR, thanks to the nerf. |
And you cant really compare rip enchantment to shatter or drain. They are all completely different skills as rip is meant to be a cheap enchantment removal that inflicts a minor condition while shatter is meant primarily for the large armor ignoring damage and drain is primarily for the e-management.
Del
drkn
the point about VoR and other hexes is not brought up to say what i'm doing, but to point out that mesmers got nerfed in their only (or one of two, if you include ESurge) versatile and useful elite in pve. that said, a class that already had crappy damage output is cut even deeper.
for the sake of balance.
i don't think that monks specialised in heal/prot, eles in nuking, warrs in hammer/sword/axe, sins in daggers, dervs in scythes, rits in spirits, paras in shouts (or the other way, there's a lot of possibilies to divide the roles) would lead us to 'some classes being the same'. we can argue that all classes are the same, as they either deal or prevent damage. but the playstyle is still different, and so it would be different for dagger sin and for scythe derv.
however, that would limit your options and make classes with less useful specialisation crippled. as mesmers, paras or - probably - dagger sins. so i think it's not the way to go.
i think that there should be a clear specialisation - like dervish is the best with a scythe, period; mesmer has clearly the best interrupts; para has the best shout and general party-wide boosts, etc - but every profession should be versatile in pve to some point. of course, i don't imagine warriors casting spells or mesmers being good tankers, don't get me wrong; but there should be something to choose from with your character, not relying on gimmicks, not relying fully on subclass.
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I dont understand why one rule should apply to all professions? |
i don't think that monks specialised in heal/prot, eles in nuking, warrs in hammer/sword/axe, sins in daggers, dervs in scythes, rits in spirits, paras in shouts (or the other way, there's a lot of possibilies to divide the roles) would lead us to 'some classes being the same'. we can argue that all classes are the same, as they either deal or prevent damage. but the playstyle is still different, and so it would be different for dagger sin and for scythe derv.
however, that would limit your options and make classes with less useful specialisation crippled. as mesmers, paras or - probably - dagger sins. so i think it's not the way to go.
i think that there should be a clear specialisation - like dervish is the best with a scythe, period; mesmer has clearly the best interrupts; para has the best shout and general party-wide boosts, etc - but every profession should be versatile in pve to some point. of course, i don't imagine warriors casting spells or mesmers being good tankers, don't get me wrong; but there should be something to choose from with your character, not relying on gimmicks, not relying fully on subclass.
Voice of Reason
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Well if you really want to play the class, why do you want it to be changed. There isnt any other reason to play mesmer unless you like disrupting, interupting, punishing, etc. If this is not the case then you are not really playing the class you want to play. You say a play shouldn't be gimped for playing the class he or she wants. If you consider "not being able to do enough damage" as being "gimped", then you dont want to play a mesmer, you want to play a sin or dps-oriented class.
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Lanier
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You don't have to change the fundamentals of a class to improve it.
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for the sake of balance. |
Lanier
EDIT: wow, i totally didnt mean to double post. disregard this message.
Voice of Reason
But those fundamentals are bad in PvE, so they do. And, although that's probably more of a problem with PvE than with mesmers, we know PvE won't get changed.
drkn
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A specialized profession may have some stuff they are really good at and some stuff they are really bad at |
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a versatile profession will be one that doesnt have any weak points and that has only minor strong points. |
ranger is capable to be as good interrupter as mesmer in pve, with a higher damage output or better survivability at the same time. and that's a problem, too. just get BHA, 3-4 interrupts and you have 3-4 slots for some nice damage, spreading conditions, blocks - use at your will. a mesmer is limited to only disruption & punishment (aka indirect damage, still inferior to any direct one) while their interrupting role, so crucial to them, can be fully played by another class. contrary, they cannot fully play any other role now.
that's simply not right, doesn't matter if you call it unfair or unbalanced. so either leave the whole disrupting line to mesmers, nerfing rangers and designing a specialised branch for them, and do the same unto other classes, or balance all classes so they're able to play several roles, at least one fully useful. i prefer the second option.
keep in mind, please, that i'm talking about pve all the time. i never argued about mesmers in pvp, as their skills are balanced over it and they're full potential can be seen there. still, it doesn't mean that they should have nearly none potential in pve, as it's the other side of the same coin.
IrishX
Every class does not have to be strong in PvE. It is quite clear that the mesmer was designed to be a PvP oriented class. It is still possible to go through everything in PvE with a mesmer, so it does not really need a change. Rangers are also pretty weak in PvE, should they be buffed, too? Eles based around damage are also weak, should fire skills not do at least 150 base damage to compensate for higher armor in HM?
drkn
eles can do other roles - they can tank, heal, decently farm with no problems. an ele can be a bit slow, but fully working 600 tank. their damage in hard mode, based around fire spells, becomes pretty weak, but they can blind and interrupt their foes with water spells, being an effective support, not to mention earth magic wards that totally rock at mallyx. also, some air magic builds work wonders in hard mode.
rangers have one gimmick that works everywhere and deals superb damage - splinter barrage. even if you refuse to play on gimmicks, you can be an interrupter around BHA, still dealing considerable damage; you can effectively spread conditions and deal damage; you can be a runner (faster than sins at some routes); your spirits are essential in builds designed to farm foundry and kill urgoz. on top of that, your primairy attribute, expertise, is currently overpowered, as it works for ritualist spirits and necromancer touch skills.
what mesmers can fully do besides pve-shitty disrupt?
e:
besides, take a look at ritualists. they sucked in pve as well, when all binding rituals took 4-7 seconds to cast. they were considered inferior because they had to waste time to use their skills, wait for recharge and couldn't resummon spirits mid-battle. and they got buffed, even overbuffed - any other profession is able to run spiritmancer build to farm nick's stuff every week. any/rt is a sure high dps in the team, a body blocker, a semi-tanker.
is anyone whining about it? i've seen some, maybe two, posts regarding that, saying it's overpowered and broken. but apart of that, not really.
so why buffing mesmers, who are now the most shitty class in general pve, meets so big resistance, even from some fellow mesmers?
rangers have one gimmick that works everywhere and deals superb damage - splinter barrage. even if you refuse to play on gimmicks, you can be an interrupter around BHA, still dealing considerable damage; you can effectively spread conditions and deal damage; you can be a runner (faster than sins at some routes); your spirits are essential in builds designed to farm foundry and kill urgoz. on top of that, your primairy attribute, expertise, is currently overpowered, as it works for ritualist spirits and necromancer touch skills.
what mesmers can fully do besides pve-shitty disrupt?
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besides, take a look at ritualists. they sucked in pve as well, when all binding rituals took 4-7 seconds to cast. they were considered inferior because they had to waste time to use their skills, wait for recharge and couldn't resummon spirits mid-battle. and they got buffed, even overbuffed - any other profession is able to run spiritmancer build to farm nick's stuff every week. any/rt is a sure high dps in the team, a body blocker, a semi-tanker.
is anyone whining about it? i've seen some, maybe two, posts regarding that, saying it's overpowered and broken. but apart of that, not really.
so why buffing mesmers, who are now the most shitty class in general pve, meets so big resistance, even from some fellow mesmers?
maxxfury
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so why buffing mesmers, who are now the most shitty class in general pve, meets so big resistance, even from some fellow mesmers?
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If someone cant see that the pve mes needs 'something' doin then they are likely a lost cause when it comes to talking PVE balance(lol balance)
The mes has a VERY small niche in pve, and thats spamming sins and shouts...in a very generic way, not mesmery in anyway at all, or fevered dreaming..
Cuilan
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But the fundamentals of mesmers dont need improving. Mesmers are already the best profession at disruption and interuption.
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I love mesmer for their weird quirky skills, built in fast casting (which isn't as good as many consumables), armor, interactivity with the enemies, and more. So no, others and myself shouldn't have to reroll as something else if there are many reasons to like something.
Balance means just that. Balance in power and usefulness.
Lanier
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besides, take a look at ritualists. they sucked in pve as well, when all binding rituals took 4-7 seconds to cast. they were considered inferior because they had to waste time to use their skills, wait for recharge and couldn't resummon spirits mid-battle. and they got buffed, even overbuffed - any other profession is able to run spiritmancer build to farm nick's stuff every week. any/rt is a sure high dps in the team, a body blocker, a semi-tanker. is anyone whining about it? i've seen some, maybe two, posts regarding that, saying it's overpowered and broken. but apart of that, not really. so why buffing mesmers, who are now the most shitty class in general pve, meets so big resistance, even from some fellow mesmers? |
Yes, i do think that Signet of Spirits should be nerfed. I also think that all spirit's base damage should be lowered dramatically and that Spawning power should affect the damage of spirits. This would encourage the use of rit spirit spammers over x/rt spirit spammers.
I think you are missing the point i am trying to make. Even as a mesmer, PvE is incredibly easy. EASY. not a challenge. Everyone pretty much agrees that PvE can be done with a blank skill bar. So WHY? why do mesmers need a buff when they can already roll through PvE? Maybe they do it slightly slower than other professions, but they can still roll through it easily. The reason I am so opposed to mesmers (or any class for that matter) getting buffed any more is because PvE doesnt need to be made any easier. If Anet would make PvE a lot harder, then I may support more buffs. But as it is, the game is way too easy and buffs are NOT the thing we need. Mesmers dont need nerfs, although many other professions may need them, but they certainly do not need buffs as well. Mesmers can already blow through PvE. I mean, you dont even need a Evas spamming bar to blow through PvE since it can be done with a blank bar. Power creep has just turned PvE into a joke for any profession.
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An Ether Renewal elementalist spamming Great Dwarf Weapon on rangers and assassins is far superior than a mesmer in PvE. |
Skyy High
IoP nerf only makes a difference if a monster is alive for more than 8 seconds. When does that happen? Nerfs on mesmer skills really aren't the problem here, and they never have been; it's the fact that mesmers are a class that get better as the opponents get better, specifically smarter, that makes them so unwanted in PvE. That's not going to change with just a few skill changes.
Cuilan
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mesmers have some pretty cool e-management spells in their inspiration line and can spec into /e for gole if you dont have the reflexes to use power drain and you are in an area without enchantments for drain enchantment and you arent using a skill on your bar that combines well with auspicious, etc.
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Why bring a mesmer when you can condense your party by having GDW on someone else? A useless skill is still useless.
Skyy High, you just said mesmers are fine and then turned around and indirectly said they are not.
A few skill changes can change something, that's why it's called change.
Shriketalon
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Even as a mesmer, PvE is incredibly easy. EASY. not a challenge. Everyone pretty much agrees that PvE can be done with a blank skill bar. So WHY? why do mesmers need a buff when they can already roll through PvE?
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"PvE is easy, ergo X doesn't need a buff," is wrong because it is the heroes and builds that allow people to roll over PvE easily. As a mesmer, you are completely relying on your party to get you through, because you contribute little to the things that solve PvE.
Meanwhile, buffing Mesmers in general means every single mesmer monster gets harder. Harder mesmer monsters means more disruption, more enchantment removal, and more interruptions; things that would help against the most overpowered skills in this game. Harder monsters means better gameplay, because PvE is suddenly more intense.
Right now, pretty much every mesmer monster is a walking joke. The only time they can ever do anything is in packs, like the wind riders, who can be slain through basic attack spam. If mesmer monsters got tougher with better enchantment removal, more interruption of significant skills, and better hex spreads, it would add challenge to gameplay.
Buffing underpowered classes is good for the goose and the gander, helping players of that profession as well as monsters across the continents. It makes the game, as a whole, more fun, because the Mesmer players can be Credit To Team and the mobs take more tactical thinking and concentration.
drkn
+1 shriketalon. couldn't say it better.
add the reason that playing a mesmery mesmer, right now, is awfully limited. buffing them would not only make pve more interesting, but give us more freedom in playstyle. that's my top point from the very beginning - if you like your pve disruption, you'll still play it; if i - and lots of others - don't, we'll get additional ways.
e:
there's also another problem. imagine if two or more mesmers would like to join one group, both trying to go mesmery rather than AP sin spammers. one can use disruption, even though it sucks in pve, it's a possible option; what about the second one? second disruption bar? i think you'll agree it's an overkill out there. there's no strong, fully working second option for us and that's the qq here.
add the reason that playing a mesmery mesmer, right now, is awfully limited. buffing them would not only make pve more interesting, but give us more freedom in playstyle. that's my top point from the very beginning - if you like your pve disruption, you'll still play it; if i - and lots of others - don't, we'll get additional ways.
e:
there's also another problem. imagine if two or more mesmers would like to join one group, both trying to go mesmery rather than AP sin spammers. one can use disruption, even though it sucks in pve, it's a possible option; what about the second one? second disruption bar? i think you'll agree it's an overkill out there. there's no strong, fully working second option for us and that's the qq here.
Lanier
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Why bring a mesmer when you can condense your party by having GDW on someone else? A useless skill is still useless. |
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"PvE is easy, ergo X doesn't need a buff," is wrong because it is the heroes and builds that allow people to roll over PvE easily. As a mesmer, you are completely relying on your party to get you through, because you contribute little to the things that solve PvE. |
You say you want more freedom in playstyle. That is why there are 10 different professions. If you dont like the mesmer playstyle, then dont play as one. There is no reason to buff mesmer's dps when other professions that are meant to be dps-oriented are available.
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there's also another problem. imagine if two or more mesmers would like to join one group, both trying to go mesmery rather than AP sin spammers. one can use disruption, even though it sucks in pve, it's a possible option; what about the second one? second disruption bar? i think you'll agree it's an overkill out there. there's no strong, fully working second option for us and that's the qq here. |
drkn
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I dont think you understand what im trying to say. I am not advertising a disruption bar in PvE. I am simply saying that mesmers do not need buffs because even a bar as bad in PvE as a disruption bar wins PvE. |
it doesn't work then. none mesmery option works when you can't set up your heroes and you face something more demanding than typical vq or mission.
and even when one mesmer runs disruption at a very decent level, with botlike skills, every other mesmer is rendered useless.
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As a mesmer you ARE doing something, just not as much as other party members. |