Q:
Black Gate Tier 1 Roamer
Harbinger " I will make you (QQ)"
Q:
Since underwater combat is still a thing in this game and everyone is patiently awaiting the new Elite specializations . Will most of these skills have animations or be able to function underwater? With the release of HoT came Revenant. Revenant can only use 2 stances underwater and most of the skills cost no energy. I know its NOT that big of a deal, but it still is something that can be looked at if not already.
I’m not (ahem) holding my breath. Revenant still only has one underwater weapon and only two underwater legends. Most other profs have very, very limited options for utilities, especially elites. And all sorts of traits are wasted underwater.
Plus, “breathers” continue to be a waste of resources. I’ve been waiting since before launch for breathers to become skins, with the stats & rune taken from the helm.
I’m not (ahem) holding my breath. Revenant still only has one underwater weapon and only two underwater legends. Most other profs have very, very limited options for utilities, especially elites. And all sorts of traits are wasted underwater.
Plus, “breathers” continue to be a waste of resources. I’ve been waiting since before launch for breathers to become skins, with the stats & rune taken from the helm.
wtf thats such a good idea (srs)
why dont they ever implement these seemingly simple fixes
I’m not (ahem) holding my breath. Revenant still only has one underwater weapon and only two underwater legends. Most other profs have very, very limited options for utilities, especially elites. And all sorts of traits are wasted underwater.
Plus, “breathers” continue to be a waste of resources. I’ve been waiting since before launch for breathers to become skins, with the stats & rune taken from the helm.
wtf thats such a good idea (srs)
why dont they ever implement these seemingly simple fixes
Because, like armor weights, underwater weapons and the breather are bespoke from the normal armor set. It sounds “simple” if the engine was well maintained…. but the reality is the game holds the status of “Spaghetti code”, and its gonna take awhile for the engineers to untangle the mess of bespoke code sections.
Given how their efforts are moving with the new team….. they are looking for opportunities revamp systems for NEW content moving forward, and using that as an excuse to gut old code and replace with a better foundational system. Like how Specs replaced traits, which resolved front and back end trait management, and unified it with utility skill management under the Hero point system. Or how Gliding lead to fixing a large list of physics problems in the engine (which incidentally, the broken physics is how they built the first version of SAB). The Revnant skills lead to the creation of progressive fields, ground wave attacks, mobile AOE fields, a couple of teleport improvements, and at least some progress on ground based pathfinding. HOT maps resulted in better map space handling, better population scaling, with PoF expanding those limits even further.
Wait for the steve based expansion (pls Anet, do it.)
Wait for the steve based expansion (pls Anet, do it.)
that is most likely the reason, why ANet has essentially put everythign what has to do with underwater combat for already 5 years on ice, because nothing else, than the expansions for the deep sea dragons makes sense to wait for to renew and rework this unbalanced and not well thoght out whole underwater mess that we have since day 1…
In regard of financign all this stuff it was the best decision to break with the underweater gameplay completely for so long, until the time has come, where its essentially needed and the quint essence of underwater gameplay is, that is is mostly needed only for the moment, when we finalyl go agaisnt the deep sea dragon, nowhere else in the game is it needed to have reworked and rebalanced underwater gameplay, because the first thign that Anet made sure they did with underwater gameplay is to remove it completely out of all competitive gameplay modes, so out of WvW and PvP, so that there will never be any need for requesting skill balanced for this garbage they left over, because for pvE its just enough to keep that stuff under its release day state designs, cause the skilsl were designed basicalyl only for PvRE in mind… thats the reason why underwater gameplay also had from begin on never its own underwater related traits, because somethign liek that woudl be needed to ensure, tghat all classes can be balanced also for a pvp/wvw related scenario, where not specific classes lose instantly like half their skills and builds the very moment they touch some virtual water ….
if this game wants to have ever have a balanced underwater system, then need all skills that currently can#t be used underwater either to be reworked, or to be removed with other better designed skill ,which actually CAN work on land as like in water as well the same way
Alot of the skilsl which cant be currently used underwater woudkl be easily resignable to be turned into hybrid skills the same way like tornado from the Element is a habrid skill which owrks as Tornado while fighting on land and where the skill turns into Maelstrom while fighting underwater havign there a very similar skill effect, just like Tornado on land.
All the thief traps for exampel which cant be used under water, could be simply turned into “mines” under water to make them useable there to. The only diffrerence between traps and mindes would be, that mindes under water are visible, traps on land are not… and ? is that now a problem, which makes it impossible to change those skilsl to become useable under water? NOOOOOOOOOOo, but as it looks like its for anet for 5 years already a massive problem whyever to change some skilsl so that they can be used under water as well, which is really sad.
Lets not also forget elementalist (Weaver) new elite spec. They get like 100 different weapon skills lol.. so will they even have underwater skills?
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