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AP and it's Disco-calling build needs to die.
Caster induced daze needs to die.
Oh look!
That's everything a mesmer is using in PvE!
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twice yes - kill it, please. right away.
...as soon as mesmers get
any other pve build available, not making them wand for 3/4 fights.
edit:
i've lost the will to argue with you.
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You have 10 classes.
You have 8 party slots.
Nothing is stopping you from using the same class multiple times.
By default - you will ALWAYS have at least 2 classes that aren't as good as the rest of them.
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pretty much failed. you forget and try to convince us that ALL pve is the same. that the same builds - the same classes - will work in uw, fow, doa, rragar's and at joko's domain vq. that's not true.
even though you use eight monks to run DSC, you abuse SR on necro heroes and run pretty much everything on them, even though RoJ is still useful and powerful, even though splinter barrager is awesome in physical teams - they are not working everywhere, with every combination of primairy classes of the players, especially when you set up with guildies of friends for fun, so you don't require them to come with specific classes. but every class is useful for
some role, in
some places.
mesmers' problem is that they're useful
nowhere now and easily surpassed by any other class in every role. it would be fine if groups with mesmers were really superior when running balanced UW run, decent for FoW and general VQ, but mesmers sucked in DoA, as it would be fine if other classes sucked at certain locations/occasions/builds/options/etc where others shine. the problem with 'underpowered/overpowered' is that some classes - monk/rit the most - are darn useful, viable and working eeeverywhere, while others can feel useless in a team or just dance in their halls.
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Note: nowhere in this dialog is any understanding of game mechanics or the root causes of the problem required.
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enlight us, please.
i think that pve wouldn't be only damage-oriented if any other option was really useful in the party. just take a look at imbagons - we can assume that they deal nearly no damage, compared to damagers of the party, but they're useful, their role is vital in several places.
i believe that if shutdown was actually working - back again to aoe interrupt over time, hex disablers, more user-friendly arcane conundrum - mesmers would have their place in groups. i can imagine how a smooth, powerful shutdown/interrupt could be helpful in hard mode underworld.
we don't need to rework the whole pve. we just need to rework some of the options to interrupt mobs, best in groups, as groups is what we face in pve. and while mobs would get buffed and possibly adding a 'mesmer maelstrom' would nerf some of sc/farming builds, the balanced team would handle it with no real problems - after all, it's 'just another maelstrom'.
the only thing to note while buffing mesmers is that they need to be buffed on their primairies - because primairy mesmers have no useful role now and because buffing them in general would allow other classes to exploit new forms of skills, what is not the goal here. moving stuff to FC, linking stuff to FC, requiring 14+ in an attribute etc.