PvE Mesmer nerfs should end.

Shriketalon

Lion's Arch Merchant

Join Date: May 2007

Quote:
Originally Posted by Lanier View Post
I am simply saying that mesmers do not need buffs because even a bar as bad in PvE as a disruption bar wins PvE.
So make PvE better. To do that, buff the useless skills that monster run around with. That makes monsters tougher, and players happier at the same time.


If the status quo is bad, which you seem to agree it is, then a change is necessary. Pure nerfing is not the answer, because even if you nerf the top ten builds out there, top builds 11-20 will replace them, and still steamroll. To make the game tougher, we need to make the opponents tougher. And that means wide-range buffing for professions that aren't pulling their weight as monsters or as PCs.

Lanier

Lanier

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Join Date: Jan 2010

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Quote:
Originally Posted by Shriketalon View Post
So make PvE better. To do that, buff the useless skills that monster run around with. That makes monsters tougher, and players happier at the same time.


If the status quo is bad, which you seem to agree it is, then a change is necessary. Pure nerfing is not the answer, because even if you nerf the top ten builds out there, top builds 11-20 will replace them, and still steamroll. To make the game tougher, we need to make the opponents tougher. And that means wide-range buffing for professions that aren't pulling their weight as monsters or as PCs.
Im definitly not advocating nerfing mesmers, as i dont see mesmers as having any overpowered skills after the IoP nerf. The problem is that if you buff skills to make PvE monsters better, you are also buffing the players, which counteracts the efforts to make PvE harder. What I think needs to be done is that normal PvE monsters need to be similar to current bosses in terms of their health and damage, and bosses need to be similar to boss-like foes in terms of their health and damage... but that is all for another thread. What i am trying to say is that the PvE environment needs to be harder but buffing skills will just further powercreep and will not make PvE any harder.

drkn

drkn

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Join Date: Jan 2009

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when you buff even two skills, loads of monsters will benefit from it, making pve harder. seriously. you are one, maybe two-three running those skills; sometimes you'll encounter eight mobs, clustered, spiking your whole party to wipe or keeping you severely hexed.

i believe that serious buffs would work much better with general mobs rebalancing - changes in their spawn locations, amounts, types - but that's a lot of work. even without it, the general outcome would be at least slightly harder game than overpowered new player skills. and then, imagine mesmer bosses after some nice buffs...
as now they're mob-like, not boss-like ;p

IrishX

Frost Gate Guardian

Join Date: Jan 2008

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PvE will never be difficult because mobs are not balanced, static, and the AI is easily abused. Numbers can be pushed up, but, as we've seen, that is only annoying. In order for something to actually be difficult due to big numbers, the numbers have to be pushed to an insane level that it is almost impossible, like DoA at the release of NF.

Shriketalon

Lion's Arch Merchant

Join Date: May 2007

While it is a decent thought, one needs to remember that just giving higher numbers to monsters doesn't make them better most of the time. Domain of Anguish proved this, no matter how high the numbers go, skills beat numbers any day.

The blanket buffs work better because monster bars across the continents get a little better. Meanwhile, most of these skills aren't buffed to the level of the current meta, and if things get too bad, they can easily be pruned back with a targeted nerf.

Ideally, AI would be the best improvement for monsters. If they had a "How's My Fighting" loop that checked the progress (or lack thereof, for certain tanking skills) of attacking the target they were going after, 600/smite wouldn't be a problem. If they had a disruption/removal priority list, Shadowforming might not be as bad. Etc.

But since that is unlikely, the next best thing on Ye Olde Tiers of Improvement is skills. Because the smarter and the more efficiently the enemy fights, the better, more than any numeric increase can accomplish. If all the worthless skills in the game were buffed up a few notches, even if they don't get near the most overpowered stuff, it will still do wonders for making monsters tougher opponents, which is better for PvE.

Desert Rose

Krytan Explorer

Join Date: Sep 2007

Quote:
Originally Posted by drkn View Post
when you buff even two skills, loads of monsters will benefit from it, making pve harder.
No, it's the other way around.
If you buff a skill to a very powerful level the change is high that nearly every player that is in the position to utilize it uses it, making them even stronger, but only a few monster that have this skill from the beginning will be buffed because monster can't change their skill bars.

If you buff the damage capabilities of a mesmer two things can happen:
1. The buff was not enought to replace other damage dealers in PvE (or other damage dealers benefit from the buff as well), therefor mesmers are still "useless".
2. The buff makes the mesmer more powerful than other damage dealers, forcing other professions into the position the mesmer currently is.
Imo, both outcomes are not desirable.

drkn

drkn

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i'm not saying to buff mesmers to be top damagers. make them at least viable. not to very powerful level, but to contributing one, comparable to other non-primairily-damaging classes, as monk or something. no one said anything about overbuffing skills here.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

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Ideally the buffs need to be ones that dont break mobs bars, dont over stack to broken levels, ala cryway, dont give players some stupid broken imba bar, ala shadowform and dont make other classes obselete..Swapping one gimped class for another is not the way to go either ^^

Power creep is as bad if not worse than been underpowered in general...

Some of the things that would be effective would be Esurge style nuking, that cant over stack due to the needs energy to burn to do the damage, and need a real spec of attributes of points so cant be abused like cop was. AND more importantly is still in the vein of been mesmery by nature.

Cutting the recharges and Cross linking some of the more problematic skills for 2ndy mesmers to fc would also be a nice way to improve the mes own skills without allowing them to be abused by others to power even more op bars.

Oh and adding a 'real' interupt function to guilt and shame would be nice, making the skill actually need to recharge before it can be reused..instead of it been ready to go right away!

Thats just a start to some pretty sensible buffs that wouldnt be broken for players or mobs without op'ing the mes and keeping it in line with how people feel it should be played and giving them some much needed help in pve land.

OT:The actual nerf to iop wasnt a big deal for pve....but needed hitting in pvp...win/.

Shriketalon

Lion's Arch Merchant

Join Date: May 2007

There's a number of specific buff focuses that could help the mesmer, and amusingly, they come straight from the description.

Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.

Emphasis Mine.


There are Three Things that mesmers should be able to do, and do well. That's where fixes should concentrate.

Dominate, decimate, and debilitate enemy skills.
-Decrease recharge times on most skills, especially enchantment removal. Single target removal should recharge at around 10 to 15 seconds to compete with Rip Enchantment.

-Energy loss is made of fail against hard mode monsters. All skills that use it should change functionality. For example, Chaos Storm could increase skill recharge times, like a wide area/less potent diversion. Price of Pride could cause major damage on elite skill use. Signet of Weariness could reduce attributes. Power Leak could cause easy interruption.

Apply Debuffs
-Give most illusions spells area effect. Crippling Anguish, Ethereal Burden, Imaginary Burden, Ineptitude, Calculated Risk, and Confusing Images should all hit adjacent. Recurring Insecurity should hit all adjacent, and every time it reapplies itself, spread to each enemy adjacent to those; a recurring spread of doom.

-All skill thievery skills should be targetable (for Arcane X), like Simple Thievery, and use their own attribute as the base. Applies to Arcane Larceny/Thievery, Revealed/Inspired Hex/Enchantment.

-Expand range of skills like Blackout and Signet of Midnight.

Energize and Inspire the Party

This is a big one.

-All hex removal should have better targeting, less recharge, more effect. Expel Hexes should remove all hexes from the target. Hex Eater Vortex should be a massive area hex removal. Shatter Hex should have reduced energy cost, Hex Eater Signet should have less recharge and not require touch range, etc. Just like rits can own conditions but have no hex removal, proper mesmer bars should obliterate hexes but have no control over healing and conditions.

-All skills that steal energy should transfer energy to yourself AND to nearby party members. This will allow the mesmer to truly use foe's resources to aid his friends. Skills like Ether Signet should be able to target allies, and Signet of Recall should give energy to everyone nearby. Just as a necro can transform health into energy for the party, the mesmer should be able to move energy around to help them.

-Finally, Mantras should influence the party at a range based on Fast Casting. At 0 FC, a Mantra should only effect the mesmer. At 1 point, it buffs the mesmer and all adjacent allies, at 4 FC, all nearby, at 8, all in the area, at 12, all in earshot. 16 Fast Casting could also expand this to spirit radius. This would allow the mesmer, the Primary Mesmer, to have an unrivaled place in the party dynamic, able to make everyone just a little bit better.

For example, Mantra of Recovery could become "your skills recharge 33% faster and all skills of allies within range of your mantras recharge 15% faster." Primary mesmer is credit to team.

Mantra of Recall could become "You gain +1 energy regen, and all allies with range of your mantra gain half your Fast Casting attribute." Everyone loves cuddling up to their fastercaster.

Mantra of Flame/Frost/Lightning/Earth/Physical Res/Elemental Res/Inscriptions would all apply to an area. Distortion and Resolve would apply to an area, but only the mesmer using it would lose energy. Concentration would affect a number of interrupts, dependent on Inspiration.

The buff would be less potent than the normal mantra (for example, when using Mantra of Flame, you would be the only one gaining energy when hit by fire, everyone else would just have damage reduction), but it would still apply a potent, passive buff. And since they are stances, thus you can only have one, it doesn't infringe on paragon territory, and the fast casting effect keeps them in primary mesmer turf.

drkn

drkn

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Join Date: Jan 2009

Wroc??aw, Poland

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the ideas are nice, but i'm concerned about two suggestions.

blackout had once a longer range and was nerfed to a touchie because of other/me abuses (mainly r/me back then).
expel hexes, if not linked to any attribute, shouldn't be changed, as buffing it would buff the use of secondary mesmers, what is one of the problems here; mesmers are potent, desired and widely used as a universal secondary, but suck as a primairy.
the best and easiest would be to buff/change useless skills and link them to the FC attribute somehow, be it recharge time, duration, damage, additional bonus. hard thing with no attribute skills though.

Lanier

Lanier

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Join Date: Jan 2010

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Quote:
Originally Posted by Shriketalon View Post
There's a number of specific buff focuses that could help the mesmer, and amusingly, they come straight from the description.

Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.

Emphasis Mine.


There are Three Things that mesmers should be able to do, and do well. That's where fixes should concentrate.

Dominate, decimate, and debilitate enemy skills.
-Decrease recharge times on most skills, especially enchantment removal. Single target removal should recharge at around 10 to 15 seconds to compete with Rip Enchantment.

-Energy loss is made of fail against hard mode monsters. All skills that use it should change functionality. For example, Chaos Storm could increase skill recharge times, like a wide area/less potent diversion. Price of Pride could cause major damage on elite skill use. Signet of Weariness could reduce attributes. Power Leak could cause easy interruption.

Apply Debuffs
-Give most illusions spells area effect. Crippling Anguish, Ethereal Burden, Imaginary Burden, Ineptitude, Calculated Risk, and Confusing Images should all hit adjacent. Recurring Insecurity should hit all adjacent, and every time it reapplies itself, spread to each enemy adjacent to those; a recurring spread of doom.

-All skill thievery skills should be targetable (for Arcane X), like Simple Thievery, and use their own attribute as the base. Applies to Arcane Larceny/Thievery, Revealed/Inspired Hex/Enchantment.

-Expand range of skills like Blackout and Signet of Midnight.

Energize and Inspire the Party

This is a big one.

-All hex removal should have better targeting, less recharge, more effect. Expel Hexes should remove all hexes from the target. Hex Eater Vortex should be a massive area hex removal. Shatter Hex should have reduced energy cost, Hex Eater Signet should have less recharge and not require touch range, etc. Just like rits can own conditions but have no hex removal, proper mesmer bars should obliterate hexes but have no control over healing and conditions.

-All skills that steal energy should transfer energy to yourself AND to nearby party members. This will allow the mesmer to truly use foe's resources to aid his friends. Skills like Ether Signet should be able to target allies, and Signet of Recall should give energy to everyone nearby. Just as a necro can transform health into energy for the party, the mesmer should be able to move energy around to help them.

-Finally, Mantras should influence the party at a range based on Fast Casting. At 0 FC, a Mantra should only effect the mesmer. At 1 point, it buffs the mesmer and all adjacent allies, at 4 FC, all nearby, at 8, all in the area, at 12, all in earshot. 16 Fast Casting could also expand this to spirit radius. This would allow the mesmer, the Primary Mesmer, to have an unrivaled place in the party dynamic, able to make everyone just a little bit better.

For example, Mantra of Recovery could become "your skills recharge 33% faster and all skills of allies within range of your mantras recharge 15% faster." Primary mesmer is credit to team.

Mantra of Recall could become "You gain +1 energy regen, and all allies with range of your mantra gain half your Fast Casting attribute." Everyone loves cuddling up to their fastercaster.

Mantra of Flame/Frost/Lightning/Earth/Physical Res/Elemental Res/Inscriptions would all apply to an area. Distortion and Resolve would apply to an area, but only the mesmer using it would lose energy. Concentration would affect a number of interrupts, dependent on Inspiration.

The buff would be less potent than the normal mantra (for example, when using Mantra of Flame, you would be the only one gaining energy when hit by fire, everyone else would just have damage reduction), but it would still apply a potent, passive buff. And since they are stances, thus you can only have one, it doesn't infringe on paragon territory, and the fast casting effect keeps them in primary mesmer turf.
So i dont want to get into an arguement again... i just want to give my opinions.

I feel as though lowering the recharge time of shatter enchantment would make it way overpowered. It already does a lot of ar ignoring damage that i dont think it really needs a lower recharge, especially considering that all rip does is apply a measly bleading condition.

I also think that rather than changing the functionality of all e-denial skills, the monsters in PvE should just be made more susceptile to e-denial. Sense you insist on buffing mesmers, i think it is far more effective to nerf the environment's ability to resist e-denial than it is to removal the mesmer's ability to drain energy. If you are concerned about e-denial still being "useless" because it doesnt cause damage, then skills like mind wrack should be made more spammable with + damage. Basically, i am saying that if you insist on changing e-denial, you can make it easier to manipulate into damage rather than removing it all together. Once again, i dont think any buffs really should be implemented but iv given up trying to argue my point, so i might as well suggest what kind's of buffs i would prefer.

Even though i already think mesmer's hex removal is strong enough considering it isnt a proactive removal oriented class, i do not mind the suggestions you made to hex removal. At least they wouldnt advance power creep as much as your other suggestions.

If there is one buff here that i will continue to argue is completely unnecessary, it is the suggested buff to MoR. I see MoR as being perfectly balanced as it is right now. If it absolutely must be buffed, then i would suggest making it maintainable at 10-12 fast casting. I think that the suggested buff would make it rather overpowered, and would definitely advance powercreep.

Oh, and if the suggested buff were made to distortion, that skill would be incredibly Overpowered. If you must buff distortion, i would just make it maintainable on the caster at 10-12 illusion w/o the use of dwarven stability.

Finally, i wouldnt mind at all moving some skills from other attributes to fast casting. Its not like it would make mesmers any more powerful and it would calm down some of those people who complain about mesmer primaries as being useless.

Turbo Ginsu

Turbo Ginsu

I despise facebook

Join Date: Feb 2008

Australia

Meeting of the Lost Minds

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U know, before the VoR/Cry nerfs, I loved my mesmer above all. It had great damage, and was rather well synergized. That being said, it was no better than a good SoI, but at least it was a Mesmer, using nearly all Mesmer skills, and was generally quite welcome and helpful in a party.

Oh no!! Say anet, people are out there in PvE enjoying playing their Mesmers!!? *Gasp* Can't have that, no we can't have that!! *Nerfbat!!* Damn Mesmer liking scum!! You're just as lame as your Mesmers are, and really, we at anet hate you. This VoR and CoP nerf should put you back in your place, as mules and PvP toons.

Yeah... Noway. Here's a big fku for anet and the constant hammering of my fave class until I can barely bare to use it any more, and certainly aren't welcome anywhere save perhaps Urgoz.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

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Quote:
Originally Posted by Khomet Si Netjer View Post
I really think that the balance team needs to re-evaluate their warrior-centric balancing scheme. the other classes have all suffered because some people have the idea that only warriors are allowed to do damage.
Now there's a bad idea. Warriors haven't been nerfed much because of all the classes, they are the ones that are actually balanced for the most part. Tactics took a brunt of the nerfs that did happen, but that was mostly because non-warrior classes could exploit it.



Anyways depending on the skill and the reason, mesmer nerfs might be the right thing to do. In PvE their biggest problem is they lack damage from their class skills and they don't have the support skills to make up for it. So if you are nerfing a mes because he's doing too much damage in the current state, that would be a problem. IoP getting nerfed is hardly the PvE mesmer's biggest problem.

Quote:
Originally Posted by Lanier View Post
But the point i am trying to make is that mesmers are NOT a damage oriented class.
Which is their main problem. PvE and the AI involved with it is too different from PvP, as such the things that mesmers tend to do well in PvE are often worthless there.


If you want to make mesmers more useful in pve you'd also need to do things like this:

-Make skills like empathy cause AI to pause for a second or two before attacking again. That'll give it a use that it has in PvP that it doesn't in PvE. Have empathy cause casters to either stop casting or to change their habits while it's up. Have VoR deter enemies from using skills.

-For e-denial, if mobs have larger pools and quicker recovery, then the slow and weak ED that mesmers can do is worthless. That means a PvE buff to e-denial should negate some of these advantages that mobs have somehow. Also have mobs change how they cast when they have low energy to mimic what players do.

-For interrupts, they aren't great in NM and a lot of them are pointless in HM due to the mobs buffed abilities. What's the point of power spike in HM against a foe that has half cast, half recovery, and double HP?

Quote:
Originally Posted by MithranArkanere View Post
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.
QFT. This is also something that needs to be considered. I mean if HM mobs have energy surge that can cast in a second, recharges in 5 seconds, and strips away 15e and 300 health... you might be in trouble if you run into a group of those.

Also considering that some hexes like empathy will cause players to pause as it is, buffing those so they are more useful in PvE would have a greater impact against players in PvE instead of against the monsters.


IMO an AI rebalance might be one of the most important things to make mesmers more viable in PvE.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by Lanier View Post
As a mesmer you ARE doing something, just not as much as other party members.
Precisely why a Mesmer often gets overlooked.



When the rest of a team is plowing through enemies with immense DPS and the best a Mesmer can do is interupt a few spells here, shutdown a foe there than you aren't carrying much weight. I'm sorry but standing around wanding and waiting for a foe to cast a key spell for you to interupt is inefficient. In that same time frame you could've provided much more had you played another class or provided some form of damage which a Mesmer lacks.

drkn

drkn

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Join Date: Jan 2009

Wroc??aw, Poland

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Quote:
QFT. This is also something that needs to be considered. I mean if HM mobs have energy surge that can cast in a second, recharges in 5 seconds, and strips away 15e and 300 health... you might be in trouble if you run into a group of those.

Also considering that some hexes like empathy will cause players to pause as it is, buffing those so they are more useful in PvE would have a greater impact against players in PvE instead of against the monsters.
we've continuely pointed out that pve, in the current state, is fairly easy to be played with anything and lots of classes/builds/teams can steamroll through vq, hm, dungeons. if monsters get buffed by mesmer buffs, giving us, the players, more useful skills, efficiently raising the pve difficulty at the same time, it's two birds with one rock.
it is possible - but i haven't thought that through or something, just a possibility - that by buffing mesmers in pve lots of overpowered builds get indirectly nerfed by raising the general monster abilities. and i think that it's better to power up the monsters than nerf any skills, as nerfing limits the players AND weakens the monsters.

we're thinking (ha...) players, not dumb ai. if you're going into a location with newly buffed mesmer mobs/bosses, take additional prot spirit. organise yourself a low energy set. start thinking, using some tactics and changing your builds accordingly to the location instead of steamrolling the whole game with three gimmicks.

J I L T

Academy Page

Join Date: Feb 2009

Mo/

Quote:
Originally Posted by drkn View Post
i'm not saying to buff mesmers to be top damagers. make them at least viable.
The way people talk makes it sound like there is no situation that a mesmer could possibly be useful and get the job done. People who say classes are useless use fallacious or just false arguments like "There's no reason to be a rit other than spirit spammer and paragons only have imbagon". Really? That's the only thing those classes have that can possibly achieve success in a timely and efficient manner? There's a huge difference between steamrolling and being viable.


Quote:
Originally Posted by Shriketalon View Post
-Decrease recharge times on most skills, especially enchantment removal. Single target removal should recharge at around 10 to 15 seconds to compete with Rip Enchantment.


-All skill thievery skills should be targetable (for Arcane X), like Simple Thievery, and use their own attribute as the base. Applies to Arcane Larceny/Thievery, Revealed/Inspired Hex/Enchantment.

-All hex removal should have better targeting, less recharge, more effect. Expel Hexes should remove all hexes from the target. Hex Eater Vortex should be a massive area hex removal. Shatter Hex should have reduced energy cost, Hex Eater Signet should have less recharge and not require touch range, etc. Just like rits can own conditions but have no hex removal, proper mesmer bars should obliterate hexes but have no control over healing and conditions.

-All skills that steal energy should transfer energy to yourself AND to nearby party members. This will allow the mesmer to truly use foe's resources to aid his friends. Skills like Ether Signet should be able to target allies, and Signet of Recall should give energy to everyone nearby. Just as a necro can transform health into energy for the party, the mesmer should be able to move energy around to help them.

-Finally, Mantras should influence the party at a range based on Fast Casting. At 0 FC, a Mantra should only effect the mesmer. At 1 point, it buffs the mesmer and all adjacent allies, at 4 FC, all nearby, at 8, all in the area, at 12, all in earshot. 16 Fast Casting could also expand this to spirit radius. This would allow the mesmer, the Primary Mesmer, to have an unrivaled place in the party dynamic, able to make everyone just a little bit better.
Rip enchantment causes bleeding, a weak easily applied condition that the target could likely already have. So rip's only real function is to just remove the enchantment. Most of the mesmer removals have much better secondary effects. If you want a fast recharging enchantment removal use discharge enchantment.

I like the idea of stolen skills being useful but then it kind of invalidates signet of illusion. Maybe if it used half your attribute it would be more balanced.

The hex removal buffs would be too strong compared to monks.

Spreading energy would either be useless or very overpowered. First of all there aren't that many skills that steal energy but the ones that are around would just be ridiculous if they helped the whole party. One mesmer with energy drain would basically cover energy skills for the whole party.

Mantras last too long and reduce too much damage to be aoe. On top of that stance removal is rare in pve. This mantra buff would invalidate paragon damage reduction which is the main reason they get into groups.

Buffs like those go to the other extreme, making mesmers too good. There would be nothing wrong with some small conservative buffs but some of those ideas are complete overhauls.

Lanier

Lanier

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Join Date: Jan 2010

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Iv been thinking and I figured that buffs would actually be okay so long as they remained small. Buffing skills to the overpowered point of AP and MoP would be bad and would only make power creep worse than it already is but buffing underpowered skills to a "balanced level" would not really make power creep any worse, so long as these buffs didnt go over the balanced level. I think that any skills should stay in their context (ie: crippling anguish should stay as a snare/degen skill). Really, this thread is just a complaint about the IoP nerf, however, so if we are going to discuss mesmer skill buffs any further, a new thread should probably be made.

JoeGrogan

Frost Gate Guardian

Join Date: Jul 2009

ecok

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I'd love to see mesmer skills get a good buffing to compete. Problem I see is if they become AOE etc then what's to stop secondary mesmers using and exploiting them?

I'd like skills moved to fast casting, or the AOE effect of skills tied to FC. Or maybe the AOE effects of skills only above req 13. Eg mantras become AOE at a levels of fast casting, or at req 13 inspiration or over. Channeling AOE at req 13 insp etc...

Would be nice for the mesmer to fill more roles as either a disabler, interupter, hex causer or spreader, or remover. I think it could become overpowered if it could fill all roles at once or have the skills exploited by secondaries.

One other idea is put sig of illusions into fast casting and have it apply to the next 3-7 skills (depending on attrib). This would lead to fun builds and mean that mesmer could fill a role that the party needs.

drkn

drkn

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Join Date: Jan 2009

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just a thought, out of the discussion we had here.

i lack an interrupt-over-time in mesmer skills. i mean - something like maelstrom, that might deal no damage, but interrupt every 1/2s for 10s or every second for 15s (that knowing mesmer recharges - a shorter duration with a short and usable recharge time would be much better, though). probably chaos storm could do it instead of draining energy in pve, but then it would be an omgcheap version of maelstrom... maybe if it got linked to fc or inspiration... or maybe if it was at least halfly spammable one-target hex on 13+ domination...

Amy Awien

Amy Awien

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Join Date: Jul 2006

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Some classes can make good use of their secondary because of their primary attribute, which gives them good build alternatives to adapt their character to the circumstances.

As someone already mentioned, buffing Fast Casting to also reduce recharge time, which would not only shorten the recharge on Mesmer skills, but also those of your secondary, could open interesting possibilities.

Lanier

Lanier

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Quote:
Originally Posted by Amy Awien View Post
As someone already mentioned, buffing Fast Casting to also reduce recharge time, which would not only shorten the recharge on Mesmer skills, but also those of your secondary, could open interesting possibilities.
I feel as though that would make fast casting a little too powerful. In my opinion, all that is needed is for more skills to be moved to the fast casting attribute line.

Bob Slydell

Forge Runner

Join Date: Jan 2007

How the hell was IoP Nerfed?

Fast Casting and Echo says hello.

Amy Awien

Amy Awien

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Join Date: Jul 2006

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Quote:
Originally Posted by Lanier View Post
I feel as though that would make fast casting a little too powerful. In my opinion, all that is needed is for more skills to be moved to the fast casting attribute line.
Indeed, the idea was to make Fast Casting more powerfull - it can be tuned easily, say 1% per FC point, or .5% or 2%.

How would moving skills to FC make the Mesmer primary more attractive to play or group with? Mesmers already have full access to their skills and shielding of Mesmer skills from other professions will not make primary mesmers more attractive.

Lanier

Lanier

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Join Date: Jan 2010

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Quote:
Originally Posted by Amy Awien View Post
Indeed, the idea was to make Fast Casting more powerfull - it can be tuned easily, say 1% per FC point, or .5% or 2%.

How would moving skills to FC make the Mesmer primary more attractive to play or group with? Mesmers already have full access to their skills and shielding of Mesmer skills from other professions will not make primary mesmers more attractive.
Yes, the idea was to make fast casting more powerful but it doesnt need all that much of a buff. Fast Casting isnt useless, its just not quite as usefull as soul reaping, energy storage, etc. Therefore, its buff doesnt need to be that powerful. Anyway, its always better to have something slightly underpowered than to have it overpowered, as overpowering advances power creep. Therefore, Anet should start small when buffing fast casting and tweak it till its a good balance. I just think that making the recharge less in addition to making the casting less would be too powerful. Maybe making fast casting reduce aftercast time would be nice.

As for moving skills to the fast casting attribute, im not saying it would make the profession more attractive. Im just saying it would make the fast casting attribute more attractive. For example, the minor bonus that warriors get from their strength attribute to their armor penetration really is very unimpressive. The reason why strength is such a good attribute is because it has such a large variety of skills (some rather good) under it.

Del

Del

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Join Date: Sep 2009

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Quote:
Originally Posted by Bob Slydell View Post
How the hell was IoP Nerfed?

Fast Casting and Echo says hello.
they can't tell the difference between a skill being toned down, and a skill being nerfed.

Amy Awien

Amy Awien

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Join Date: Jul 2006

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Quote:
Originally Posted by Lanier View Post
As for moving skills to the fast casting attribute, im not saying it would make the profession more attractive. Im just saying it would make the fast casting attribute more attractive.
But to what end? What would that accomplish for the Mesmer who already has access to these skills.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

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Me/A

Quote:
Originally Posted by Lanier
As for moving skills to the fast casting attribute, im not saying it would make the profession more attractive. Im just saying it would make the fast casting attribute more attractive.
Quote:
Originally Posted by Amy Awien View Post
But to what end? What would that accomplish for the Mesmer who already has access to these skills.
Moving them to Fc would be a bad idea as that means you would barely have to spec in anything but FC to get the cool pve skills we all want....
but cross linking them to Fc in the same way Ele's have glowing gaze ect would enable legitimate buffs (or actually UNnerfs) to some of the mes skills without leaving them open to abuse by other classes...the reason a lot of them in isnpiration were nerfed in the first place. eg Mantra boon prots.

A win win situation for the pve messy! as it gives some more potent skills to balance the run away power of the other classes, AND could poss give them a fighting chance at a slot in teams by using skills no x/me could use.

reaper with no name

reaper with no name

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Join Date: Apr 2009

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Also, a nerf to mindbender would also really help, seeing as how that skill makes the mesmer's primary attribute sort of redundant...

Lanier

Lanier

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Quote:
Originally Posted by reaper with no name View Post
Also, a nerf to mindbender would also really help, seeing as how that skill makes the mesmer's primary attribute sort of redundant...
the Eotn PvE skills in general are overpowered and have really hurt PvE. They all just need to be removed from the game.

Tenebrae

Tenebrae

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Join Date: Feb 2007

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Quote:
Originally Posted by reaper with no name View Post
Also, a nerf to mindbender would also really help, seeing as how that skill makes the mesmer's primary attribute sort of redundant...
Yes , its the only PvE skills that makes some atts and skills look like sht .... oh wait ......

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

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Sorry, but this thread is a bit rediculous. WHEN did Anet hit mesmers with the nerfbat this year that seriously hampered them? CoP? That's an unliked skill and was abused by other professions. IoP? It was A LOT of pressure for 10energy and a decent duration.

If anything, Anet has been ignoring mesmers, giving them dartboard buffs and then nerfing them.

/notsigned

drkn

drkn

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Join Date: Jan 2009

Wroc??aw, Poland

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http://wiki.guildwars.com/wiki/Game_updates:June_2009

if there are nerfs to only really useful skills mesmers have (VoR, quite severe CoP nerf instead of linking it with FC) while useless crap ain't touched at all, something's wrong. if other classes get tweaked here and there (rits' binding rituals skyrocketed), while one class is continuousely ignored, something's wrong. and first of all, if there's a class designed and balanced only to pvp (or pve, but i don't think that's the case), something's terribly wrong.

@the first post in the topic though: i believe - or hope - that mesmer nerfs will end now. there's hardly anything else left to nerf in pve.


@down: of course i was talking about mesmers, all in all i'm a mesmer-whiner :3

Lanier

Lanier

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Quote:
Originally Posted by drkn View Post
[url]there's hardly anything else left to nerf in pve.
Im sorry but this made me lol.

Im going to assume that you meant to say "there's hardly anythine else for mesmers left to nerf in pve".

Whether or not this is the case, everyone im sure would agree that PvE is incredibly easy. There most definitely are stuff that needs nerfing in PvE. In fact, there is a lot of stuff that needs nerfing in PvE. AP, MoP, HB, all of the eotn pve skills, SY, SoS, Moebius, earthshaker, shadow form, splinter weapon, necrosis, discord, enfeebling blood. There are many, many more...

Turbo Ginsu

Turbo Ginsu

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Join Date: Feb 2008

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Quote:
Originally Posted by The Drunkard View Post
Sorry, but this thread is a bit rediculous. WHEN did Anet hit mesmers with the nerfbat this year that seriously hampered them? CoP? That's an unliked skill and was abused by other professions. IoP? It was A LOT of pressure for 10energy and a decent duration.

If anything, Anet has been ignoring mesmers, giving them dartboard buffs and then nerfing them.

/notsigned
Visions of Regret was given the broad spectrum nerfbat, and it was primarily used by mesmers. No real need to use it on other classes as they already all have their own skills with similar effect. Why was it nerfed? Because ppl were taking advantage of it's stackability in PvP. What does that have to do with PvE? Nothing. Nothing except the fact that aNet were too lazy to split when they did it.

That's just one example, but one that turned great PvE bars based on it, to shit. Sure, u can still get a semi-decent build out of it, but not nearly as synergized or as efficient as before. That isn't to say Mesmers were totalmessed by it, yes they still have other ways to hurt, just that most of them require you to hop backwards to the shops on one foot whistling Dixie, to trigger said damage.
Yep, that was a PvE nerf that was really needed, wasn't it? /sarcasm

Revert PvE Visions of Regret first. That was by far the biggest wet fish slap Mesmers have copped in the last year. At least with VoR chains, Mesmers could do some decent hurt.

Too many people say mesmers aren't about damage, IMO, that's just bullshit, spouted by people who don't really understand the class. Mesmers are supposed to hurt you, just for existing. That's how they have always been, and until I understood that, I was never as good with them as I was after I came to that realization.

Thoughts?

upier

upier

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Join Date: Mar 2006

Done.

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Quote:
Originally Posted by Turbo Ginsu View Post
Too many people say mesmers aren't about damage, IMO, that's just bullshit, spouted by people who don't really understand the class. Mesmers are supposed to hurt you, just for existing. That's how they have always been, and until I understood that, I was never as good with them as I was after I came to that realization.

Thoughts?
The problem is that "hurt" doesn't always equal "damage".
As the offensive aspect of Inspiration nicely demonstrates.

The mesmer can not be a damage dealing option comparable to other damage dealing options because of everything else this guy can do. It's the same reason why a smiting monk isn't as potent of a damage dealer as an assassin.

drkn

drkn

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Quote:
It's the same reason why a smiting monk isn't as potent of a damage dealer as an assassin.
you mean, in pve or overall?
i always thought that RoJ monks, bonder monks and all kind of hybrids were extremely powerful damagers in pve, even when they added scatter to RoJ in hard mode...
ele can be a potent healer, comparable to monks/ritualists. ele can be a potent tank, although slow, yet superior to all other tanking options but SF.
rit can be a potent healer and protector while having HUGE damage output + body blocking + tanking in the form of spirits.
ranger can be a potent runner, interrupter (doing the mesmer's role) AND damager using only one rit skill (barrage in pve is still useful even without splinter).

sorry, but are we playing the same game?

upier

upier

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Join Date: Mar 2006

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Quote:
Originally Posted by drkn View Post
you mean, in pve or overall?
i always thought that RoJ monks, bonder monks and all kind of hybrids were extremely powerful damagers in pve, even when they added scatter to RoJ in hard mode...
ele can be a potent healer, comparable to monks/ritualists. ele can be a potent tank, although slow, yet superior to all other tanking options but SF.
rit can be a potent healer and protector while having HUGE damage output + body blocking + tanking in the form of spirits.
ranger can be a potent runner, interrupter (doing the mesmer's role) AND damager using only one rit skill (barrage in pve is still useful even without splinter).

sorry, but are we playing the same game?
And the mesmer:
1. excels at physical and caster control
2. excels at e-denial
3. can remove hexes and enchantments
4. has access to superb e-management options
5. has access to some decent supportive damage dealing options.
6. has access to some decent defensive options.
And that's all before looking into a secondary. Or PvE-only skills.

The simple fact that those things suck in PvE doesn't change the fact that the guys can do them.

(And no, RoJ monks aren't potent damage dealers. At least not on the level of a buffed-up physical.)

drkn

drkn

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Quote:
3. can remove hexes and enchantments
i agree with the hex control - if you dedicate your mesmer to be a hex-remover, your party is safe from them. wait, taking anything more than remove hex is an overkill?...
Quote:
4. has access to superb e-management options
from which maybe three or four skills are used in builds across the game, while other 20 are just a piece of junk.
Quote:
5. has access to some decent supportive damage dealing options.
the only decent options involve punishment - there's no decent direct damage available to mesmer at the moment.
so even in pvp, you rather disable someone than damage him - empathy on an assassin makes him stop attacking, not deal damage to him. unless he's an idiot...
Quote:
6. has access to some decent defensive options.
the only defensive options are mantras and i can hardly call them decent.

the damage output is not the specific case here. if mantras were really great in defense and provided an additional buff or had a party-wide secondary effect, that would be fine. if e-denial gave anything in pve, that would be fine. if there was a way to play an effective interrupter in HM (without a bot), that would be fine.
seriously, any useful role in pve, please! it doesn't need to be damage. it can be support through mantras, damage mitigation via interrupt, making mobs completely useless and waiting for someone else to smoke them.

the real problem is that mesmers have no comparably effective and useful role in pve now.
if you want some caster control and interrupt, it's much better to take BHA ranger with two interrupts and a lot of bow damage or other according skills. if you want protection, even for yourself, you have to use skills from your secondary (and that would be fine if mesmers could do anything else, like sins have high targeted dps, etc). mesmers have one selfheal, that is quite useful early in the game, but becomes redundant as later you have to use dedicated monk heroes/henchmen/players.
there's no damage, no prot, no heal, no party buff, no damage mitigation available for us (besides shutting down melee, but then skills like ineptitude or clumsiness have long recharges/high cost/no aoe effect/etc). even the so-called indirect damage via health degen is crappy - we have about ten or more degeneration skills, but they have damn high cost, high recharge, short duration - and even when you build something around lyssa's aura, your degen abilities are capped at -10, still being inferior to any form of direct damage. and remember it's still a hex - it can easily be stripped by hm mobs, it expires twice as fast on bosses, it can be interrupted, and if cast in a wrong second, it can easily be wasted (see ineptitude).

and that's the problem - suggestions are made in giving us higher damage, as damage is what pve is built up around and would let us get into any pug, but it's not the essence.


Quote:
(And no, RoJ monks aren't potent damage dealers. At least not on the level of a buffed-up physical.)
last time i checked it was easy to vq majesty's rest on rojway, even without additional runes from being a primairy monk; it was possible (not easy, but still) to be effective with roj in foundry; roj was one of the most desired nukes in organised party runs (urgoz, deep, whatever) that don't include permasins (or just one for tanking and balling). i agree that mopway is stronger, but that's totally another issue and blame mop being overpowered in that case. even then, you still require someone to cast it.

Desert Rose

Krytan Explorer

Join Date: Sep 2007

Quote:
Originally Posted by drkn View Post
the real problem is that mesmers have no comparably effective and useful role in pve now.
The main problem is that PvE doesn't require support; all you need is as much damage as possible and enough protection/healing to avoid being killed first.
Every support class either has access to one or more overpowered skills/builds (ER, spirits) or is ineffective (ranger, mesmer).

upier has already provided a few suggestions how mesmers (and rangers) could be more useful in PvE without changing one skill on page 1.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

As I said, the problem is that you have all that rolled into ONE guy.
It's the same reason why Inspiration is so problematic - you have superb e-management options and then you have stuff like Signet Of Humility or Spirit Shackles in the same line! Or when you have skills like Drain Enchantment which heals the caster, removes the enchantment AND gives the caster energy!

You want to make the mesmer useful in PvE with skill changes?
Nerf his options into the ground and turn him into a simple shadow nuker.
Otherwise don't expect the guy to be this insanely versatile caster and then to excel at everything he does.


As I have said in my first post in this thread - the best way to change the mesmer is to change the E in PvE. Otherwise all you can do is remove that which makes the guy special.