- Signet of Domination can no longer be cast on targets behind the mesmer.
- Added a much faster breakout for mesmer underwater mantras.
- Phantasmal Warlock: Increased recharge to 20 seconds.
- Chaos Armor: Decreased recharge to 35 seconds.
- Chaos Storm: Increased recharge to 35 seconds.
- Phantasmal Duelist: Increased recharge to 20 seconds.
- Phantasmal Swordsman: Increased recharge to 18 seconds.
WTF with Mesmer nerfbat
#1
Posted 08 October 2012 - 01:08 AM
#2
Posted 08 October 2012 - 02:46 AM
#3
Posted 08 October 2012 - 02:59 AM
#4
Posted 08 October 2012 - 05:37 AM
#5
Posted 08 October 2012 - 05:54 AM
#6
Posted 08 October 2012 - 06:02 AM
I kinda impressed with arena net, they reached the problem at same time as they accualy DID NOT nerf our owerall dmg for other builds. They could as easy just added 10% less dmg to al phantasms and forgoet about us again. Only change i dont realy understand is chaos field but i guess it has a reason, as chaos armour got lesser cd the defensive side of our profession dint take a to bad hit by this anway.
The shatter builds dont get affected at al realy but they demand higher skill to use ofc.
Edited by osicat, 08 October 2012 - 06:04 AM.
#7
Posted 08 October 2012 - 06:42 AM
#8
Posted 08 October 2012 - 07:01 AM
#10
Posted 08 October 2012 - 08:32 AM
#11
Posted 08 October 2012 - 09:24 AM
*edit* ok, it was only the cooldown on the tooltip that changed to 16, it still works so you get 12.
Edited by Kurzaiken, 08 October 2012 - 09:44 AM.
#12
Posted 08 October 2012 - 10:46 AM
osicat, on 08 October 2012 - 06:02 AM, said:
I kinda impressed with arena net, they reached the problem at same time as they accualy DID NOT nerf our owerall dmg for other builds. They could as easy just added 10% less dmg to al phantasms and forgoet about us again. Only change i dont realy understand is chaos field but i guess it has a reason, as chaos armour got lesser cd the defensive side of our profession dint take a to bad hit by this anway.
The shatter builds dont get affected at al realy but they demand higher skill to use ofc.
Edit: I agreed with you ^^
Im actually glad they did this, I really dont liked those Phantasm Defenders, Pop Phantasm, kite, survive, Most Phantasm user do pop them, decoy wait.. kite etc etc.. ^^ In small place, its doable, but in a open place, and its a mesmer who knows his proff its hard.. You cant get close to use BL (shatterbuild) When you use shatter phantasm are on diff places soo hard to shatter them all.. if you do managed he just pop another you wanna get close with sword n3 he just dodge it.. he know the proff.. things like that.. Im happy with those patches.. Only not for the staff tho.. normal was chaos storm 30 right?
Edited by Winterfell, 08 October 2012 - 10:48 AM.
#13
Posted 08 October 2012 - 11:41 AM
#14
Posted 08 October 2012 - 12:21 PM
It's called balance people.
- I want that purple stuff.
#15
Posted 08 October 2012 - 12:39 PM
Mostly, it just means I won't be able to be as lazy. Prior to the patch, I could easily sit in staff and play without switching weapons. With Chaos Storm taking so much longer to come off CD, now I have to weapon-switch.
It's not terrible, but it does make the game a little more challenging.
#16
Posted 08 October 2012 - 12:50 PM
EDIT:
NVm Forgot Im traited in Illionist Celerity, whahaha
Edited by Winterfell, 08 October 2012 - 01:33 PM.
#18
Posted 08 October 2012 - 01:38 PM
The majority of players have not got a clue how to play mesmer's, I doubt they even know the difference between clones and phantasms. The average player expects to walk into spvp and defeat all other professions, with no research or understanding about how that profession works or how to beat it with your profession. Mesmer is about confusion and this seems to be working too well against the majority of players (who love beating up my clones).
Whats frustrating is that with SPvP it is so easy to learn how a profession plays, by creating it and playing it. But no one does this, they just complain. It will take less than a day for the average community players to start asking for yet another nerf to Mesmers.
#19
Posted 08 October 2012 - 02:04 PM
I got points in Illionist Celerity so thats 20% of 20 is 4
CD for warlock should be 16 but its still 14?! Im not traited in chaotic damping
For PvP, I dont see this as a nerf, only 3/4 secs more CD
#20
Posted 08 October 2012 - 02:10 PM
XenoIncognito, on 08 October 2012 - 02:59 AM, said:
PvP/PvE split skills: it's time for Anetto use it.
Cause Mes was already a pain in the youknowwhat to use on par with other classes in pve, now i just say "Screw it, i'll park mes in HotM forever", and switch to my Guardian.
#21
Posted 08 October 2012 - 02:17 PM
ntblowz, on 08 October 2012 - 01:08 AM, said:
- Signet of Domination can no longer be cast on targets behind the mesmer.
- Added a much faster breakout for mesmer underwater mantras.
- Phantasmal Warlock: Increased recharge to 20 seconds.
- Chaos Armor: Decreased recharge to 35 seconds.
- Chaos Storm: Increased recharge to 35 seconds.
- Phantasmal Duelist: Increased recharge to 20 seconds.
- Phantasmal Swordsman: Increased recharge to 18 seconds.
#22
Posted 08 October 2012 - 03:43 PM
#24
Posted 08 October 2012 - 06:43 PM
I am sure there will be some other tweaks and changes coming, but they will let this ride out for a little bit and see how it goes. End of the day arenanet do not want X Y and Z dominating class choices, they want viablity across the board (and probably across weapon choices as well).
I am fine with it.
#25
Posted 08 October 2012 - 09:09 PM
#26
Posted 09 October 2012 - 03:52 AM
Mekkakat, on 08 October 2012 - 12:21 PM, said:
It's called balance people.
Only if you're considering PvP. Other people do, in fact, play WvW and PvE but they tend to not be as myopic.
styken, on 08 October 2012 - 04:08 PM, said:
Yes but 1v1 and PvP are not the only thing in the game.....
#27
Posted 09 October 2012 - 10:10 AM
Edited by styken, 09 October 2012 - 10:10 AM.
#28
Posted 09 October 2012 - 03:00 PM
The rest though is really just not worth mentioning in terms of effect on the class.
#30
Posted 10 October 2012 - 06:43 AM
Mesmer has traits that allow them to decrease the CDs of Phantasms by 40%.
This took these from generally 15s cd to 9s cd.
With this change from 20s cd to 12s cd. Swordsman despite the log has a 20 cd.
The relative power of these traits increased by 33%. They went from decreasing cd by 3 seconds to decreasing them by 4. They made Phantasms builds more reliant on these traits rather than addressing the issue of having two traits that reduce cds by 20%.
Their trait system in general display an entire lack of understanding of what passive abilities should be, but this change specifically displays a failure in identifying problems and making the correct decisions on how to fix them.
Edited by zeizhi, 10 October 2012 - 06:45 AM.
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