Underwater traits

Underwater traits

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Posted by: kopp.3916

kopp.3916

I don’t really mind underwater combat in GW2 (Monster Hunter 3G has taught me well), but it’s not that fun for me because I can’t use the skills I like (necro wells) and my traits (ground targeting wells, shorter well CDs, wells with protection, revive with wells, etc.) are thus rendered useless underwater.

All those new underwater combo fields/finishers are good and cool but, in the sense that we already have a “underwater build swap” (1234567890 skills), it only makes sense that we can trait specifically for underwater combat too.

Speaking of which, we really should have a UI that allows us to slot underwater skills, instead of diving in and then realizing that I forgot to set up this alt again but too late, here come the barracudas! XD

(or just let us use wells underwater, I’d live with that too XD)

Underwater traits

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Posted by: Susulemon.3204

Susulemon.3204

I hope the developers will look into this as well, they made underwater such a big deal during advertisement.

Why do we get a new set of skills underwater (including utilities), because some utilities are not balanced for underwater usage, or hit-box issues and so on.

While then, why is it so hard to see that there is a need for an underwater set of traits as well

Either because out of all the problems there may be, they don’t want to deal with underwater at the moment, or they just don’t want to have to balance it yet.

Underwater battle is not enjoyable for me either

Underwater traits

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Posted by: Midnight Gypsy.9360

Midnight Gypsy.9360

perhaps all of this will come along if and when we fight the DSD.

Underwater traits

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I’m tempted to make alts just to +1 this more.

UW combat in this game is handled poorly:

A)Classes have differing access to utilities because some classes can’t use most their stuff while UW.

B)Because of this, class specific traits that work with certain weapons and skills become dead weight you need to switch out of every time you hit a waist-hi puddle.

C)There aren’t any UW specific traits because they’d just interfere with aboveground traits, making UW “tactics” virtually nonexistent.

D)The skills we do have will sometimes behave differently, and we won’t know why.

We need UW specific traits, UW specific utilities, and an UW specific loadout. Until then, UW content ends up being some extra add-on players are forced to deal with on occasion.

I don’t have opinions. I only have facts I can’t adequately prove.

Underwater traits

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Posted by: Orpheal.8263

Orpheal.8263

The whole underwater combat system needs together with underwater traits and a heavy urgent required skill balancing/redesign a complete overhaul..

Certain classes are in underwater absolutely way too OP, while others absolutely suck there cause they have instantly just only half of the amount of skills, that they can use on land (thief) and the whole class mechanic robbed (thief again) as everything that makes the thief out, doesn’t work in underwater .. there you have no stealth ,except that lousy self heal for 3 seconds that can’t save your butt at all…

Mesmers, Warriors, Guardians, Necros, Eles and Engineers are too op for the current underwater.
Among themself they might look ok, but rangers and thiefs get here definetely the loss.
So in regard of balancing its alot easier to buff just 2 classes onto the same level of the OP 6 instead of nerfing 6 classes down to the level of the inferior 2 classes, what would result then also only in a huge ****storm of players here in the end …

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Underwater traits

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Posted by: Talyn.3295

Talyn.3295

We need the option for a whole second build underwater.

“We have now left Reason and Sanity Junction. Next stop, Looneyville.”