Z-Axis Lessen HoT Experience?
It’ll be fine probably. /shrug/
Z axis would only be an issue IF you are assuming that you will be able to use skills while in gliding and there are no indications that would be the case. Or it will work EXACTLY like it does for water. There is no different between the way water and air works in the Z-axis.
It would be extremely foolish to be able to use skills while gliding. Z axis might only work if the game had an FPS targeting system which limits how certain skills would behave.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
No, I’m not worried. For me, I’d rather wait and see, than stress about something that may not happen. I’m sure the Devs try their best to take such things into account.
Anything to encourage them to fix these issues. I was almost hoping HoT would be an underwater expansion so they would look into underwater combat and fix it/balance it up.
I’d be happy if they would fix the issue of taking falling damage while running down stairs/hills. But, maybe if they went to a damage progression based upon distance and not based upon percentage of character hit points for falling damage that would be OK, too.
Or at least add an animation and allow us to legitimately tumble down stairs
I’ve died from falling damage running down a shallow slope, so many times. And pet rez still fails on uneven surfaces quite often. Just allow players to activate skills while jumping/falling; that will avoid a good chunk of the problems with the z-axis.
Projectile obstruction is major problem. One solution is make sure ALL projectiles arc significantly. Then all the invisible ground-level obstructions where the visible terrain doesn’t match the “real” terrain won’t matter.
Considering that Dry Top is such a clusterkitten, I’m really not a fan of what they’re thinking with have more vertical maps. :\
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Roll spectral walk necromancer, rejoice. I’m actually sort of serious since these issues seem deep rooted into the game.
Yeah it will definitely lessen the experience but I’m thinking most people already accept this as a part of gw2.
Makonne – Hybrid Regen Ranger
I got used to how things are, but if they could rework some of their physics engine to account more precisely for uneven terrain it would be a big plus.
Roll spectral walk necromancer, rejoice. I’m actually sort of serious since these issues seem deep rooted into the game.
Yeah it will definitely lessen the experience but I’m thinking most people already accept this as a part of gw2.
this is the unfortunate part :/