Temple redesign?
Because of the water. It’s too easy to run into the water to delay if you start losing the fight, now you actually have to win the fight.
I really, really like it.
really bad engineer
The enemy could just also run in the water to kill you. Also usually there is no fighting there. Only if the buff appears(which is not that important – just let all the 5 enemies go there and block their movement at the exit to gate so you can recap all the other stuff very fast and they have nothing).
They could just make the water give a buff that stops healing skills or auto heal(if you get out of combat). Would be much better. Then nobody could run into water to heal up and you just can run after them finishing the last 5 percent health.
It’s a good change. Underwater combat is one of the few things that is actually broken. I should not be able to perma rez underwater with my pet, I should not be able to double cast heals, I should not be able to use 2 elites at the same time, and I should not be able to stall the buff on tranquility while sitting 1999 units away under the water in a tournament map. These are all things that underwater combat allows me as a ranger to do and it was in no way fit for competitive play with those kinds of exploitations available.
Am I good?… I’m good.
This is the best change to Temple that could have possibly been made.
Bigger space for better positioning.
No lame underwater combat.
Easier to catch runners/jumpers.
Great change overall IMO.
#allisvain
The fall damage is awful though. Before it was a tactical escape that didn’t really get you anywhere. Now it just kills you half the time.
Am I good?… I’m good.
Underwater combat is terribly unbalanced. They largely removed it from WvW as well.
GREAT CHANGE!
srsly seeing tots in team tournaments will be awesome