#BringbacktheCapricorn
…and put it into a separate, never intersecting “Hipster Queue” along with Spirit Watch, Courtyard and Skyhammer.
Could we also get the Borderlands lake at the same time?
#ruinsareonlyeverusedforthedaily
Save the Bell Choir activity!
#stupidhashtagincoming
#liatelle (only French speaking dudes can understand this one)
Friendly reminder : they removed the capricorn because UW combat was broken. It interacted poorly with traits, weapons were imbalanced, targeting was unreliable and people had trouble understanding how to fight with the Z axis.
Before we get the capricorn back, all the problems above must be fixed.
If you have good suggestions on how to fix this mess, be my guest. Frankly, I’m clueless on how to improve UW combat.
(edited by VodCom.6924)
If you have good suggestions on how to fix this mess, be my guest. Frankly, I’m clueless on how to improve UW combat.
The Capricorn is now an airship, it hovers there and the water is removed completely. Add a seawall of some description if need be (I don’t remember what was in the “out to sea” direction of the map) and maybe make the seabed slopes down to the middle cap point less steep.
#stupidhashtagincoming
#liatelle (only French speaking dudes can understand this one)Friendly reminder : they removed the capricorn because UW combat was broken. It interacted poorly with traits, weapons were imbalanced, targeting was unreliable and people had trouble understanding how to fight with the Z axis.
Before we get the capricorn back, all the problems above must be fixed.
If you have good suggestions on how to fix this mess, be my guest. Frankly, I’m clueless on how to improve UW combat.
Targeting works fine, as does the Z-axis. Those are merely l2p issues.
The weapons aren’t all that badly imbalanced, but there is some work to be done there.
The main problem is with traits, which needs to be solved by having a separate setting for traits, which would take effect when underwater.
Capricorn One was the first Mars mission.
This was the first map I pvp’d on ( that I remember). I wouldn’t mind it back, if for no other reason than: than they would have to balance underwater skills :P
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
…and put it into a separate, never intersecting “Hipster Queue” along with Spirit Watch, Courtyard and Skyhammer.
i second this…
Kind of strange, given most of the combat was on the ground. But people complained, loudly, and you know what happened next. . . .
i’d love to have it back. along with the old borderlands (they could at least change one of the three borderlands to it).
The Capricorn is now an airship, it hovers there and the water is removed completely. Add a seawall of some description if need be (I don’t remember what was in the “out to sea” direction of the map) and maybe make the seabed slopes down to the middle cap point less steep.
wouldnt mind it being turned into an air-map either, maybe with gliders and updrafts.
Gunnar’s Hold
…and put it into a separate, never intersecting “Hipster Queue” along with Spirit Watch, Courtyard and Skyhammer.
But but… Skyhammer is my favorite map! Courtyard can go burn in hell though.
My favorite pvp map. Funny thing is, in 8 vs 8 that match was quite balanced in hotjoin at least, the end scores suggest so. It was almost always a right till the end with 5-100 point difference at the end. There was some abuse of underwaterbuilds, but if you are clever enough you can counter those easely.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
#stupidhashtagincoming
#liatelle (only French speaking dudes can understand this one)Friendly reminder : they removed the capricorn because UW combat was broken. It interacted poorly with traits, weapons were imbalanced, targeting was unreliable and people had trouble understanding how to fight with the Z axis.
Before we get the capricorn back, all the problems above must be fixed.
If you have good suggestions on how to fix this mess, be my guest. Frankly, I’m clueless on how to improve UW combat.
Targeting works fine, as does the Z-axis. Those are merely l2p issues.
The weapons aren’t all that badly imbalanced, but there is some work to be done there.
The main problem is with traits, which needs to be solved by having a separate setting for traits, which would take effect when underwater.
Agreed on the l2p with the Z axis.
Disagree with the targeting : try to hit something consistently with the ele’s trident using the air auto-attack. There is also a problem with hitboxes, though it is more a PvE issue (like, where’s the hitbox of an undead shark precisely?).
As for the traits… the first step to improve UW combat is to make sure ALL the ground skills to have an equivalent underwater. Guidelines:
- Walls (like wall of reflection) and circles (like purging flames) are spheres underwater.
- AoEs are either centered on the caster or centered on the targeted ennemy or appear in front of the caster at a set distance in the direction faced.
- Conjures summons alternative weapons (storm spears/fire harpoon gun/frost trident/fire trident) with the 2nd conjure placed on the caster or the target.
- Red circles telling there is a danger are wireframe spheres. It is important that these AoE indicators are visible at all time.
About traits, ideas that sprung out of my mind :
All traits that modify land weapons damages/skill recharge time should have an UW counterpart. Note : since there is less flexibility for choosing the UW weapons, the trait should modify deeper the UW weapon skills to re-create diversity of builds.
Eg: the basic version of the necro’s trident should have no bleeding on the AA. The minor trait barbed precision should add bleeding to the AA of both weapons. The more you invest in curses, the more efficient the trident and spear become to apply bleed.