give underwater combat it's own trait loadout
anyone even have a exo water breather? lol…
i agree with you on the revamp of water tho.
The dev’s at prelaunch were all hyped about water… the fact u can move up up down down left right left right, and push B + A .. err.. no wait.. wrong game..
But u get the point… they tried so hard to HYPE water, yet its probably the most lacking aspect in the game, without even a Exotic Water breather.
If a trait synergizes with skills that are only usable on land, the solution is to make those skills usable underwater.
I would rather not have to keep track of a second trait panel, thanks very much.
If a trait synergizes with skills that are only usable on land, the solution is to make those skills usable underwater.
I would rather not have to keep track of a second trait panel, thanks very much.
It’d be easier to grant a secondary (and please an own for WvW and WvW underwater, too) traitsetup than making all skills (flamethrower, wells, etc) and all weapons “underwater-able”.
I like this idea, but I’m also one of the few I’m guessing who actually likes underwater combat lol.
I like this idea, but I’m also one of the few I’m guessing who actually likes underwater combat lol.
Nope you and I are the only ones though ;-)
But I still think separate traits would be awesome. I can see smoe skills not working underwater, and I’m fine with that, but a separate trait setup would be perfect and increase the playability of UW combat for a lot of people that currently despise it.
Giving different traits underwater might be fun but you would need to balance the classes, develop new functions in the game and make the gameplay more complicated. So I don’t realy support a different trait setup.
Nevertheless I would really like underwater oriented major traits.
Since there’s only 2 major traits in each line, creating 1 more would not be too complicated and would not imbalance the gameplay too much.
I could imagine for my mesmer major traits :
Domination – Drowning panic : when you cause drowning, you also apply 5 stacks of confusion
Duel – Ride the tide : Gain stability (2s) each time you gain swiftness and fury (2s)
Chaos – Deep sea descent : when you are downed, all ennemies around sink for 3s.
Inspiration – Siren Song : when you grant regeration to an ally, you also grant retaliation
Illusion – Coral color : your shatters also inflict blind
(edited by Cyriss.1062)
Water combat has so much potential in this game. The base mechanics are very fluid, like swimming around, up down, attacking, etc.
What is lacking:
- choice of weapons, some classes only have 1 choice.
- can’t make a trait spec for underwater. My utilities and weapons swap to a different set, but not my traits? Why not?
- utilities and elites that SHOULD work underwater are disabled simply because Anet didn’t want to waste time making them function. Example: I can use all turrets for engi underwater except healing turret, why?
- has had no balancing patches.
- you’re stuck with whatever stats your land armor, weapons, and trinkets have.
4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
I’d be ok with new underwater traits, though it would be quite difficult to manage, going in and out of water.
First I’d probably want the damage you can do underwater fixed. For example, right now, my elementalist who is a full zerker can only do 350 or so damage with fireballs underwater at level 80. It is so pathetic and laughable, you might as well be tickling enemies. Even my necro who isn’t a full zerker, does more damage than him (through the condition damage) and he isn’t even level 80 yet or kitted out with exotics/ascended. It doesn’t make any sense.
(edited by Zaoda.1653)