Largos Cities
Two words: Underwater Combat
I must agree though, that I would like to see more underwater areas open up that feel populated and cared for rather than added in as mere scenery.
The game is not polished enough to really exploit underwater combat.
- game switch utilities, weapons and head armor (7/6 superior rune… ¬¬) but not the traits. (wut? srsly devs… wut?)
- most melee charge skills pass through mobs and many animations are confusing in a 3D fight (like twirl skills with targets above your head). Not many skill animations consider the Z axis.
- pet/npc pathfinding needs improvement (why do they zig zag when they can swim straight to the destination?)
- Spears do near 10 times more damage than harpoons. Really.. 3K spear autoattack crit against 350 harpoon crits… (maybe others get 1K crits? my 2 lvl 80s able to use spear underwater share the same experience)
- Some classes are so limited underwater due to the lack of skills that can be used that playing them is as fun as hammering your own toe,… sober…
- ground targeting skills (hello grenades and elixirs on engineer) are weird to use, they just throw them straight forward and trigger whenever they like… I never get how to use them properly underwater. Another engineer funny thing underwater… the harpoon is so horribly bad against how good the elixir gun is underwater… just the autoattack is like 3 or 4 times faster and do the SAME damage! is like, WHY would you use the harpoon underwater instead of the elixir gun which is close to op?
Overall, I like combat underwater for a change… but i think they need to rework some things before they can add a heavy expansion based on it.
Ps. How cool it is that we are all Jedi Miners underwater? we mine with our telekinetic powers
(edited by Mesket.5728)
xD at least it is not only me which experience the Thing with Speer and harpoon ^^^
btw did you try rocket turret underwater the FX attack has a circle to place now even underwater ^^ try to hit something with that that is not at the ground or near a wall
but the hit boxes underwater are sometimes very evil i remember how i did beat 2 min on a round poison plant with a radius of 1m becaues i could not get a hit with my Auto attack that was very frustrating
I hope they will try to tackle those Problem that would really benefit the whole game, i want to see that People have much fun with underwater combat and dont akt like they are out of sugar and have to fear to vanish in thin air as soon as they touch water ^^
I love grenades underwater seriously- since I discovered that on my Enigineer she swims like a fish.
I don’t even know what her actual underwater weapons do
I am very interested in the Largos society and would very very much like to see one of their cities.
Underwater combat does need a revamp though
I love underwater exploration and would definitively LOVE to have a huge divinity reach sized underwater city but… underwater combat, not so much.
Some of my gripes with it:
Lack of weapons: my guardian, for example, I have several different weapons I use regularly (scepter+shield or focus for ranged combat, GS for direct AoE DPS, hammer for AoE DPS with support and control, staff for extra support and healing..)…. underwater I’m basically limited to melee DPS or ranged DPS.
Traits: My engineer, to use another example, is heavily built for flamethrower use…. but can’t use the flamethrower kit underwater so about half of my traits become useless. If I could select a different build while underwater (just like head armor and weapons switch when going into the water), then it would be MUCH better.
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
[quote=3080939;locoman.1974:
Traits: My engineer, to use another example, is heavily built for flamethrower use…. but can’t use the flamethrower kit underwater so about half of my traits become useless. If I could select a different build while underwater (just like head armor and weapons switch when going into the water), then it would be MUCH better.
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This. I agree with all of your post but this is clearly ArenaNet’s most egregious underwater mistake. It would require minimal effort on their part to have one set of traits for dry land and another for underwater. I’ve been asking for this since Beta.
Underwater city/expansion? Definitely. Underwater combat would need a work-over though. Its not too bad now when you’re only in there for a little bit at a time. Its pretty, its playable, but if you were stuck under water for hours at a time your hair would fall out.
No thanks underwater combat is terrible and can’t be fixed, it has always sucked in MMOs and will forever.
No thanks underwater combat is terrible and can’t be fixed, it has always sucked in MMOs and will forever.
It has always sucked in MMOs, but they’re pretty close in this game. I have hope.
I’m sure they’ll give it a makeover if they ever decide to go ahead with the under sea dragon.
No thanks underwater combat is terrible and can’t be fixed, it has always sucked in MMOs and will forever.
It’s the same thing than land combat but with z axis, and sadly less weapon and utility (and of course trait that weren’t made for it). Saying underwater combat can’t be fixed is the same as saying combat in this game sucks to begin with. If anything it has more potential, especially when it comes to bullet hell boss phase.
underwater combat needs to work like dogfighting combat in spaceship combat games. we need a targeting reticule and it needs to be way faster paced.
Yes, i’d like to see more of underwater areas, and this includes big underwater cities. Of course it would require serious polishing and fixing of current underwater mechanics (and camera problems).
No, i don’t want to see a Largos city. If i never see another Largos in this game, it will still be too soon.
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