What happened to underwater content?
I do enjoy underwater content, but just as much as we have it: a bit.
It has issues with skill balance, z-axis movement, perception of depth and others which make underwater content enjoyable only to an extent.
I’m pretty sure that when we come to fighting Steve Bubbles (provided we do in GW2 and not in GW3), they’ll make improvements and focus on this type of content to make more people enjoy playing it
Well, they just added an exotic aquabreather in the last patch, so chances are underwater combat isn’t as dead as many people would have you believe it is.
People tend to hate underwater combat. So much so, they remove it from certain PvP maps. But, never fear, it’ll be here with a vengeance once the Elder Dragon Bubbles-S arrives.
As long as it isn’t Trials of Atlantis, I think it’ll be okay.
After they removed Capricorn (and before that the draining of the water to make room for the ruins in WvW) I think that was basically the stance Anet has for underwater combat.
I doubt they will add to much to it or work on any ’balance around those options.
Slightly offtopic they own ranger an addition focus patch as the aqua-man one is basically negated by their neglect of underwater combat.
People tend to hate underwater combat. So much so, they remove it from certain PvP maps. But, never fear, it’ll be here with a vengeance once the Elder Dragon Bubbles-S arrives.
As long as it isn’t Trials of Atlantis, I think it’ll be okay.
Bubble will probably park his scaly butt on top of lions arch and it will be a weird draw him out of his shell (I picture a turtle dragon) event chain followed by a pinata mode.
People always say L2P but I guess that doesn’t go for under water combat… sight. I think removing the Capricorn and the water zone to make place for the ruins was a big, BIG mistake. I never understood why they back pedaled that huge amount of content.
I’d LOVE to see some more underwater content.
I love UW combat, except when I look too closely at the damage I do compared to the damage I do on land with the same character. The headpiece alone does not account for the damage lost.
It has issues with skill balance, z-axis movement, perception of depth and others which make underwater content enjoyable only to an extent.
I am not a fan at all…for the reasons stated above. That said, I can live with what we have now but definitely would not want to see any more.
People always say L2P but I guess that doesn’t go for under water combat… sight. I think removing the Capricorn and the water zone to make place for the ruins was a big, BIG mistake. I never understood why they back pedaled that huge amount of content.
I doubt is was so much a L2P issue as a combination of the general dislike of ‘losing’ out on the build a person is used to playing (see the issue with bundle based potential pvp modes/mini-games) and the fact that the developers did not what to put the effort towards the type of balance they want for the spvp environment.
Pretty much what Bran said. Players are so hardcore on their land-based skills that they neglected their water skills, and they were slaughtered by opposing players who did focus on their underwater skills.
Instead of fixing this, they cried.
And you know how that goes.
Underwater combat suffers from a few things: loss of entire categories of utility skills, for one. The loss of ground-targeting also shrunk the gameplay space that was possible for the area-control or AoE mechanics, which had been featured pretty heavily in regular combat.
Another is that in PvE, mobs don’t seem to work properly down there. For one thing, it seems really easy to chain pull many, many opponents without intending to, since it’s harder to keep track of your relative position and to see enough of the space around you to make sure you’re still clear.
As a specific example, the Ship of Sorrows in Orr has some weird things about it: mobs tend to get pulled through ceilings or floors, or pushed through them. Some underwater enemies have bizarre behavior, such as incredibly long invulnerability / evasion periods even when there is no animation to indicate it.
It’s pretty obvious, and nobody’s impressed.
Not that I wouldn’t mind seeing some underwater locations and visuals, but the combat is just kind of outa of whack.
The movement in the water was just awkward. It never felt like we were swimming. The movement made it seem like we were fighting Dragonball Z style just floating in the air attacking. That and you could totally Michael Phelps it across a lake in full heavy gear.
Then there is the skill limitations and balancing. Not having ground targeting, amoung other things made it awkward for the combat engine Guild Wars 2 uses.
It was defiantly a good start for MMO underwater adventuring and can be built upon in future releases.
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