no under water content in hot?
I honestly don’t even understand the point of an underwater legendary, it seems like such a waste of time and effort for a weapon you barely ever get to show off and be proud of. I hope underwater combat dies once and for all, it’s just awful being underpowered and ill-equipped to deal with what seems like denser mobs of more dangerous critters than on land.
Wake up, Tyria!
I honestly don’t even understand the point of an underwater legendary, it seems like such a waste of time and effort for a weapon you barely ever get to show off and be proud of. I hope underwater combat dies once and for all, it’s just awful being underpowered and ill-equipped to deal with what seems like denser mobs of more dangerous critters than on land.
If you making legendary for showoff youre doing it wrong. While it seems to be pointless to make one now we dont know what future will bring and some people like me actually enjoys underwater we just dont have any reason to go there in current state.
I rebember how much i hated underwater at launch lol but later i started to like it and i got used to fight there to the point where i can melee stuff 24/7 without any problems nowdays.
Also underwater has some nice dark and secret places unlike stuff on land. They really wasted somes erious potential here for exploration caves etc. Sure class balance is terrible but as long we dont have to pvp there i dont see a reason to not add more underwater areas in pve at least.
The main problem lies with traits and utility. A good fix to it would be to make separated underwater trait tab along with utilities designed for underwater olny. We already have separated weapons and breather for underwater so i dont see a issue why they wouldnt add seperate utilities and traits as well at this point.
The Maguuma wastes are an arid biome. It just make sense there’s little water there.
The Jungle, however, is a rain forest setting. It’ll be very strange if there aren’t underwater areas among the roots. If I was designing it, I’d put some in the canopy as well, inspired by real world plants that form catch basins for water. It’d be amazing to go swimming in a lake cradled in overlapping, translucent leaves suspended high above the jungle floor.
The mention of caverns lit by bio-luminescence also leads me to imagine underground pools and lakes.
One of my favorite views in the entire game is the underwater area of Frostgorge. It’s beautiful. Even if they shy away from much undewater combat, I hope there are underwater areas throughout Heart of Thorns just for the exploration and rightness of it.
Also, ’nades Engineer underwater FTW.
Not to mention zoomy Mesmer.
Again, given that they’ve all but removed underwater content in some key areas, it’s not coming back. As much as I love it myself, people complained, and still complain, about it because of X, Y, Z.
Also, given that the focus appears to be flying into upper levels, swimming probably isn’t an option.
But we’ll see.
They have already announced that there won’t be any underwater content in HoT.
That’s as it should be. Underwater content is a bugged mess that never should have been in the game in the first place. It goes completely against ArenaNet’s stated philosophy of not releasing content that they know is broken. It’s a pity they usually don’t bother with improving old content, it would make the game significantly better if they simply removed all enemies from underwater and removed underwater combat from the game.
Case in point. Like I said, X, Y, Z. It just makes me laugh because another poster said ANet doesn’t base their decisions on the complaints of players.
Really now?
Facts tend to be troublesome things.
They have already announced that there won’t be any underwater content in HoT.
Bummer, I didn’t see this. Can you post a link?
Gameplay Features: Making the Most of Maguuma. I read it and there were no mention of the word water even once.
Yeah how lame can you get, a jungle without water. I also heard the Hyleck now live in trees because all the water was stolen by bubbles, the sixth dragon. Now the Hyleck can only survive on bottled water. Way to go Anet what creativity.
Water combat is great and I’m disappointed that so many people hate it.
Water combat is great and I’m disappointed that so many people hate it.
People hate it because it’s totally different than combat on land. Not the fact that the mechanics are slightly different, but the fact that your class abilities are completely different. Many classes find their gear to be completely worthless when they get underwater because it improves stats that their weapons don’t favor and their traits aren’t built for. You can’t drop combo fields where you want them so a lot of boon-stacking strategies are out the window as well.
Add that to the arbitrary restrictions on utility skills and the fact that one piece of gear gets replaced with a worthless water breather and the only good thing about being underwater is that it looks really cool.
From reading this thread it seems to be Anet could fix underwater combat with three steps.
First is to introduce more than three underwater weapons. Every profession needs at least two possible weapons for power and condition oriented builds. Giving a profession a condi heavy underwater set forces the player to never use a power build or risk death in the ocean.
Some ideas for new underwater weapons:
Knives: Mainhand or Offhand weapons using the same skins as daggers. Any profession that can use daggers can get knives for an underwater alternative. Knives can thematically be either condition heavy or power heavy depending on what the profession is lacking.
Hooks: Mainhand weapons used for slashing and gripping things underwater. Could be the equivalent to swords or maces for underwater use.
Conch-shells: Underwater equivalent to horns. Support weapons held in the offhand.
Nets: Fishing nets used to trap and control enemies. Heavy control weapon with some conditions on the side. Held in the offhand.
The second step would be to go through and give every skill that can’t be used underwater the Tornado treatment. Tornado is an elite that turns into Whirlpool when used underwater. I don’t know why Anet didn’t do this with all the skills that can’t be used underwater, but they should have. This would also give traits that effect things that don’t work underwater more functionality.
The third step is simply allowing people to stomp while underwater. That eliminates the Ranger’s ability to live forever and makes finishing someone underwater less frustrating. When going for the stomp I’d favor having the attacking player character strangle their victim, thus holding them in place so they can’t float away, and ending it by ramming the stomp pole through their skull.
Bottom line is your build has to still be functional underwater. No one wants to buy an entirely different set of gear just for when they jump into a pond.
They should have let players sink to the bottom and fight underwater like on land.