User talk:Lilondra/Gamebalance/Mesmer/Archive1
pewpewpew[edit]
WTB FEEDBACK Lilondra *Poke* 16:31, 28 January 2009 (UTC)
- VoR: I take it the skill does increased damage if the target does not have other hexes on him? The way you state it does not work :P Also, Accumulated Pain looks even more badass than it does now. (Koda, too lazy to log in) 82.217.189.101 21:20, 28 January 2009 (UTC)
- I plan to give this a better read over w/ comment when I get off work :) --*Yasmin Parvaneh* 21:36, 28 January 2009 (UTC)
I think instead of wording it for 3 seconds all hexes fail it should be, Target foe is immune to hexes for 1..3..5 seconds. Izzy has a hard time understanding grammar other than GW script. --adrin 21:42, 28 January 2009 (UTC)
Perhaps feel free to change yourself as long as you're edits do not harm and are constructive (for example better wording) you can change it :) Would keep it at 3 secs though.People that are on vent (like you should be) wont have problems with them(no covers).It promotes good play and no VoR just does damage ONCE if he wasnt under the effect of a hex :p Lilondra *Poke* 11:20, 29 January 2009 (UTC)
- I like that you wanted to add more "AOE" power to some mesmer skills...this makes them more balanced for pve--particularly with empathy. I've never cared for backfire myself, it screams of "my first mesmer" syndrome. I liked your change to Crip Anguish. Personally, I think that all hexes (blocking as well) should have a cap considering that Anet feels it isn't a good idea to make hex removal a viable option. Arcane Langour is a great, underused elite...I don't know how I would feel about it being an interupt...just because I'd want to use it differently than powerblock, and as an interupt I don't feel it would be as good as pblock. Its the duration/recharge that always made me go "man, I wish that...".--*Yasmin Parvaneh* 17:49, 4 February 2009 (UTC)
I think the skill is completely diffrent from Pblock.While Pblock disables a whole attribute and thus has the big window of opportunity and yay push thing Languar does not.A good mesmer can build up the exhaustion.Its more pressure.I would like to have a diffrence between pressure hexes (long duration,short recharge,small effect).A downside to very powerfull ones (like 3 seconds immunity to hexes) and some powerfull hex removals to cope with the enourmous stacks but are less powerfull with a hex here and there Lilondra *Poke* 18:19, 5 February 2009 (UTC)
How can you buff signet of humility, its a pretty amazing skill as it is, 15 seconds means you could potentially (although it would require a stupid spec) disable an opponents elite indefinetly, please reconsider your idea for Hum Sig... 90.208.74.136 19:47, 5 February 2009 (UTC)
No more MoI a duration reduction might be neccesary Lilondra *Poke* 08:36, 6 February 2009 (UTC)
Reduced duration of SoH because you were right imo.Still 50 % uptime at reasonable spec. Lilondra *Poke* 18:35, 6 February 2009 (UTC)
feedback
- Accumulated Pain : neither 80 damage or a deep wound is worth
10 2 25 . a conditional 80 damage is around 5 1 8 , also, an unconditional dw on a caster may be a bad idea.
- Empathy : is actually pretty weak as it is.
- Signet of Humility : should be updated after last skill update?
- Mantra of Inscriptions : is a basic core skill that shouldn't be changed at all.
everything else would be awesome, espicially the illusion snares, imo. --78.82.74.173 10:53, 28 February 2009 (UTC)
thx for feedback,AP was to give mesmers a non hexgay role.Its powerfull but also very costly really.Empathy is not weak in low lvl pvp as it is and is just plain gay.Most of the time it WILL deal a lot of damage because of frenzy (the main ias for a war).SoH,yh perhaps.MoI was changed so signets could be balanced around well nothing this way we can lower recharge on signets while not having to worry it gets out of hand.Lilondra *Poke* 11:01, 28 February 2009 (UTC)
- i doubt empathy will ever see use in srs pvp, but this would maybe remove it from pvp altogether :/ --78.82.74.173 11:09, 28 February 2009 (UTC)
changed it a bit thx for your comments Lilondra *Poke* 13:51, 28 February 2009 (UTC)
Just to simplify my thoughts, you're doing too much (and nearby foes) stuff. -- Halogod35 03:05, 14 March 2009 (UTC)
MoR[edit]
Persistence of Memory already does this and lasts equally long, is non-elite and interrupted spells recharge instantly. Also SoI is a nice change but the originall functionality is a lot off fun. like playing a roulete mesmer or it allowed me to play a smiter as mesmer in DSC since you don't need an elite as smiter there anyway. Rhonin Soren 15:26, 14 July 2009 (UTC)
- Persistence of Memory is a enchantment but I might buff that skill a bit actually :).Thx for bringin it to my attention Lilondra *poke* 15:40, 14 July 2009 (UTC)
- youre welcome also Mantra of Persistence already does half wat SoI does except it is in a different attribute and is a stance Rhonin Soren 19:57, 15 July 2009 (UTC)
- Persistence of Memory is a enchantment but I might buff that skill a bit actually :).Thx for bringin it to my attention Lilondra *poke* 15:40, 14 July 2009 (UTC)
Hex cap[edit]
The whole "hex cap" and "For 3 seconds all hexes cast on target foe fail" is not a good idea imo, it makes hexes very vulnerable and easy to remove. It could make a decent monk with Holy Veil and Cure Hex, hex proof. Not to mention Peace and Harmony, Contemplation of Purity, Deny Hexes, etc. --Soulforged 09:16, 11 August 2009 (UTC)
- The for 3 seconds all hexes on target foe fail are actually menth to be easy to remove due to their powerfull effect.They will however be strong on splits.I will remove the hexcap Lilondra *poke* 09:24, 11 August 2009 (UTC)
- Oh i understand. Well i've noticed they are pretty powerful but i failed to see how your Soothing Images is one :/ even the current in-game version lasts longer and has a shorter recharge --Soulforged 09:30, 11 August 2009 (UTC)
arcane langour[edit]
WAT? Instagib target dervs/sins energy whenever they try to cast a spell?Oni 09:14, 15 March 2009 (UTC)
? You're going to use this to counter sins/dervs ? (nerfed a bit anyway as I dont think adjectant was needed) Lilondra *panda* 10:11, 15 March 2009 (UTC)
No, But the point of it was that it instantgibs (removes the target from the game) if they use a spell and catch them. That's hardly balanced.Oni 15:56, 15 March 2009 (UTC)
Do I have to shove it down your throat for you to understand? -sigh- If it puts them on exhaustion close to 0 energy they wont be able to do anything except autoattack, which is pretty much the same as them not playing. Even if it doesn't do it instantly, 2-3 spells will be able to remove the target from the game. That's not fucking good balancing. GOSH.Oni 13:27, 18 March 2009 (UTC)
=> So your assuming that a mesmer will keep attacking/targetting one target.And will get an interrupt every 12 seconds ? Mesmers can be put to better use then that.Fixed it anyway. Lilondra *panda* 13:31, 18 March 2009 (UTC)
Single skill opinions[edit]
- Mantra of Recovery: I wouldn't use that. Way too vague. I'd rather have my skills uninterruptable by using Mantra of Resolve.
The thing is their skills NEED TO BE INTERRUPTABLE because of Diversion.It had no int's first but I deemed it OP in combination with diversion and shame.
- Mantra of Resolve makes your skills uninterruptable which I think makes this obsolete. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- Physic Instability: A Knockdown is a rather powerful mechanic and you should avoid giving a caster class such strong options to get it. It is now balanced, but reducing its recharge time will pull it over the edge.
=> it requires interrupt.Perhaps I overbuffed it Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Remember it doesn't cost any exhaustion like Gale. Though it's conditional, the condition should be pretty easy to get. I think at 10 recharge the skills are more or less equal. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- Arcane Languor: Looks like an overpowered version of Power Drain.
Exept its elite.The thing is It supports good play.Might remove energy steal.Lilondra *panda* 12:53, 18 March 2009 (UTC)
- The Exhaustion alone should be good enough for this elite. With your version, it has comparable energy gain over time to Power Drain, but it also takes away energy and inflicts Exhaustion, making the pressure perhaps overwhelming. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- Accumulated Pain: Whatever.
- Ancestor's Visage and Sympathetic Visage: Why do you nerf these skills?
=> I dont see it as a nerf.The Idea is to give mesmers a viable support option.Recharge reduction might be necesary ;).Ancestor's visage is adrenal spike gone ;) Lilondra *panda* 12:53, 18 March 2009 (UTC)
- But really, they already do that and you are nerfing the up-time :/. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
Recharge + energy cost.Will increase duration. Lilondra *panda* 15:22, 18 March 2009 (UTC)
- Since it's more "active", you have to cast it twice as much meaning energy doesn't matter anyway. Dark Morphon(contribs) 13:00, 19 March 2009 (UTC)
- Crippling Anguish: Be very careful with skills such as these. This is like a hex version of Crippling Shot and Apply Poison, giving it such a low recharge and energy cost and such a high reward makes it way over the edge.
- Illusion of Pain: Cover this hex for awesome awesomeness?
=> Hex removal is buffed.If this gets removed you are actually fucking up your own team.Might up recharge to 5.
- I'm talking about covering this hex with another one. Also, your "buffs" to hex removal are laughable. Dark Morphon(contribs) 13:00, 19 March 2009 (UTC)
- Soothing Images: Whatever.
- Illusion of Haste: A downside scaling up makes no sense. Other than that, this is a nerf.
=> Forgot to inverse.The duration is doubled so no its not a nerf Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Ethereal Burden: Epic cover hex?
=> Yh I'm sure that we'll get cover wars with a 15 recharge hex :/ TBH The snare is to good to use it as a cover hex Lilondra *panda* 12:53, 18 March 2009 (UTC)
- A hex that gives energy when removed and has such a low cost is a pretty good option. You of course don't use it solely for the purpose of covering, that's just another upside. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- The thing is cover hexes by definition need to have a low recharge ;).Perhaps give energy when it lasts its full duration instead Lilondra *panda* 15:22, 18 March 2009 (UTC)
- I don't know what your definition of cover hexes is but usually people mean a hex that is weaker than the hex you cover. Considering the energy gain, people will LOVE to see this removed. Dark Morphon(contribs) 13:00, 19 March 2009 (UTC)
- The thing is cover hexes by definition need to have a low recharge ;).Perhaps give energy when it lasts its full duration instead Lilondra *panda* 15:22, 18 March 2009 (UTC)
- Illusion of Weakness: Making it more flexible may be just what this skill needs.
- Imagined Burden: This skill is rather powerful, be careful with buffing this.
=> perhaps
- Signet of Illusions: Meh, keep as is, it's pretty awsum nao.
=> Meh,most of the time crossattributes dont work out.And with recent changes eles can crossspread way more easely.I like this functionality more Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Visions of Regret: Making it maintainable will make it very easy to spread this skill, even if it is uncovered. The way you are making mesmers, they will keep using skills mindlessly but instead they mindlessly spam it around.
=> I made it more active and more importantly you dont get a HUGE spike every time cast something.Its pressure.It asks for removal.The current one screams for removal.Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Empathy: You do realize 3 seconds makes this VERY easy to spread?
=> point taken.Changing recharge to 5.Note cast time btw ;) Lilondra *panda* 12:53, 18 March 2009 (UTC)
- We are talking about mesmer skills that will always get their cast time reduced. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- Backfire: Possible.
- Enchanter's Conundrum: A dead foe doesn't benefit from losing hexes.
=> point taken.Removing from list Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Ignorance: 2 second extra recharge to spells is a joke. This skill still is a joke.
=> Buffed.I'm just afraid of adding recharge to skills. Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Feedback: Still not usable.
=> Dont know though.It might need another small buff.Stealing energy from all NEARBY FOES is pretty powerfull Lilondra *panda* 12:53, 18 March 2009 (UTC)
- 25 recharge is just too much for 1 enchantment removed. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- Mantra of Inscriptions: You are making Signet mesmers very happy with this.
=> Idea is to buff signets in recharge so you dont have to worry they get OP because some MoI is with it Lilondra *panda* 12:53, 18 March 2009 (UTC)
- So why do you give them back a skill that they will always use and that will always be first choice? Doesn't make it any better. You could just make signets uninterruptable by default as well, following the same logic of your buff to this skill. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
- TBH your not forced to take this skill.With the old version you pretty much were.Most signets were BALANCED AROUND this one skill.This means that they often were worthless or fuckin inferior if you didnt bring this.Will consider a diffrent change Lilondra *panda* 15:22, 18 March 2009 (UTC)
- You weren't forced to bring this skill. It just was pretty stupid not to because it improved your performance so much. So you think this isn't a skill like that? You're even worse than I thought :/. Dark Morphon(contribs) 13:00, 19 March 2009 (UTC)
- Ok let me explain.If things are balanced around a certain skill those skills are weak alone.They are ok to mediocre with that skill.If SoJ is 1 sec cast it is usable.If SOJ is 20 recharge its not worth it. Lilondra *panda* 17:00, 19 March 2009 (UTC)
- TBH your not forced to take this skill.With the old version you pretty much were.Most signets were BALANCED AROUND this one skill.This means that they often were worthless or fuckin inferior if you didnt bring this.Will consider a diffrent change Lilondra *panda* 15:22, 18 March 2009 (UTC)
- Keystone Signet: Keystone Signet turned out to be too powerful with a low recharge time, so don't buff it like that.
=> I abused that build.The main problem was not keystone signet with 10 recharge.Eventhough 10 recharge was way overbuffed most problems were arising when you got MoI.Suddenly all your signets had 5 seconds recharge and you could spam SoH,Leech Signet and things like that like a mad man.I know what the problem was back then.Now its 15 recharge and you dont have MoI so it stays at 15 recharge Lilondra *panda* 12:53, 18 March 2009 (UTC)
- Trudat. Dark Morphon(contribs) 15:17, 18 March 2009 (UTC)
I'll continue this later. Dark Morphon(contribs) 12:13, 18 March 2009 (UTC)
Expel Hexes[edit]
I would have no issue with this skill being the "RC" of hex removal...maybe putting it into Inspiration magic would be a good balance, I don't know...but there does need to be an actual "RC" style of hex removal. PnH is ok, but you see my point.--*Yasmin Parvaneh* 17:19, 20 March 2009 (UTC)
- But isnt healing a monk functionality ? What about Divert hexes ? Giving it something extra wouldnt be bad though Lilondra *panda* 17:30, 20 March 2009 (UTC)
- Normally it is...but now each class can do just about everything lol. I know this would never happen, but what if it were a sighum for opponent hexes! Hahaha! "Expel Hexes: Disable random enemy hex" that would be hilarious. It isn't viable, but it would be really funny.--*Yasmin Parvaneh* 20:46, 24 March 2009 (UTC)
example :
Expel Hexes : Changed functionality to : Remove 2 hexes from target ally.Those hexes are disabled on all hostile skillbars for 2...6...7 seconds.
5 1 7 Attribute:inspiration magic