17 level 80 characters, all races, all professions.
Underwater: Skills and Burning
17 level 80 characters, all races, all professions.
The second most annoying thing about under water combat is that things burn. Like why, lol. Surly they should Scald. A logical solution would be to have Scalding as the under water version of burning and have a new under water FX for it, like instead of flames, maybe bubbles or steam or even heat shimmer.
Logic?
This game allows the slaying of fire based enemy using a ‘fire’ elemental spells; same goes with other elemental enemies using the same kind of elemental spells.
- To kill ‘fire shaman’ using a ‘fire greatsword’
I pointed this out before in a mapchat and someone says;
- Fighting fire with fire
- Just firing out the fire within fire shaman -_-.
The second most annoying thing about under water combat is that things burn. Like why, lol. Surly they should Scald. A logical solution would be to have Scalding as the under water version of burning and have a new under water FX for it, like instead of flames, maybe bubbles or steam or even heat shimmer.
Logic?
This game allows the slaying of fire based enemy using a ‘fire’ elemental spells; same goes with other elemental enemies using the same kind of elemental spells.- To kill ‘fire shaman’ using a ‘fire greatsword’
I pointed this out before in a mapchat and someone says;
- Fighting fire with fire
- Just firing out the fire within fire shaman -_-.
Aye, I suppose it is a bit daft lol.
To be fair though, fighting fire with fire is an age old time tested method used when dealing with bush and forest fires by burning fire breaks ahead of it. Also, now that I think about it, fighting ice with water or vice versa would kinda make sense. Water can be used to melt ice and ice to freez water.
All that aside, im not sure they’re on the same scale of daftness as fire and flames under water. : )
17 level 80 characters, all races, all professions.
Underwater combat might receive a revamp in the future, we know for a fact that the 6th Elder Dragon whose name we yet don’t know is supposed to be some sort of deep sea dragon that drove quaggans inland.
So I expect at some point we’ll receive a major living story chapter revolving around underwater combat.
Hint: Zone Blue (Under construction) in Infinity Coil for the base of this theory about the 6th Elder Dragon.
(edited by Veckna.9621)
I agree with the skills part. My engineer can cast a Wall of Reflection underwater with Toss Elixir U, but my Guardian can’t. Makes perfect sense…
Don’t really care about the burning so much, since it’s mostly magic based.
The second most annoying thing about under water combat is that things burn. Like why, lol. Surly they should Scald. A logical solution would be to have Scalding as the under water version of burning and have a new under water FX for it, like instead of flames, maybe bubbles or steam or even heat shimmer.
Logic?
This game allows the slaying of fire based enemy using a ‘fire’ elemental spells; same goes with other elemental enemies using the same kind of elemental spells.- To kill ‘fire shaman’ using a ‘fire greatsword’
I pointed this out before in a mapchat and someone says;
- Fighting fire with fire
- Just firing out the fire within fire shaman -_-.
Its one of these things thats a balance between logic and game balance. If you look at Warrior’s GS #1, the last hit slams the sword down at the enemy, if did that in real life with a hugeass sword, the enemy would be knocked to the ground. But if every 3rd autoattack was a KD, then warriors would be the most overpowered profession in PvP.
I agree with OP about the small amount of skills for underwater combat the elementalist e.g. has only one elite skill for underwater. I have once suggested to make underwater only skills comparable to the land only skills.
About the burning underwater I have always wondered the same but this is a fantasy games and there are possiblity for fire underwater.
Altough what you are describing as fire underwater would make a great underwater fire thrower.
There’s chemicals that can burn underwater. In a world of magic though, you can make anything up. Maybe the casted spell additionally created an area of air around the fire.
As for fire killing fire elementals, a fire of greater intensity will “kill” another fire. You could also assume elementals aren’t just an element, but a crystal-like heart that the element formed around. What you’re actually attacking is its heart.
If they ever get around to it, there’ll eventually be an entire living story revolving around underwater areas. With the removal of underwater combat in PvP, they probably won’t change anything until then.
There’s chemicals that can burn underwater. In a world of magic though, you can make anything up. Maybe the casted spell additionally created an area of air around the fire.
As for fire killing fire elementals, a fire of greater intensity will “kill” another fire. You could also assume elementals aren’t just an element, but a crystal-like heart that the element formed around. What you’re actually attacking is its heart.
The chemicals part works for non-magical classes that do burning damage. As for magic, I think we’re supposed to understand that “conditions” aren’t necessarily literal. How do you make a golem or an earth elemental bleed? Clearly, these enemies can “bleed” according to the GW2 conditions tracker, but obviously it’s not literal blood. You have to use your imagination a bit. Maybe when you use a “bleeding” attack on an earth elemental, you’ve physically cut it in a particular spot that leads to the gradual loss of the magical energy animating it, or maybe you’ve used some kind of weakening incantation that manifests itself as a leakage of that same energy. Maybe a necromancer’s curses (scepter attacks) show up differently according to the nature of the target—a humanoid will actually start bleeding or contract a wasting poison or disease, whereas a magical or artificial being will have its essential components start to unravel in some way. That makes underwater combat make more sense, as a spell doesn’t necessarily ignite the outer surface of the enemy, but instead generates a kind of fire or damaging heat inside of the body.
The problem is that people take things too literally in games like this. For example, I’ve heard people complain there’s no ninja or assassin class. What they’re missing is that the “thief” class doesn’t literally mean “a person who steals things” and nothing more. The thief class covers the highwayman, pirate, ninja, assassin, swashbuckler, cutpurse, and duelist archetypes, and possibly others, in the same way that the warrior class could be construed as a knight, bodyguard, berserker, bouncer, mercenary, soldier, samurai, etc.