Ranger traps underwater
Spirits become dolphins when underwater, why not make traps become mines underwater?
I realize the “ground targeted” trait may become more difficult underwater with traps and “fire” trap under water seems odd; however, that is nothing that couldn’t work.
You could make the “ground trageted” trait function as a ranged attack (same range currently in game for ground target… maybe higher since have an extra dimension) that throws a mine in the direction of your current target -place at location when no target is selected.
Spike trap could work as a mine causing “shrapnel” which bleeds those near it. Fire trap could still be a fire mine…. chemical fires can burn on water for those grounded in reality. Not to mention we still have burning applied to underwater enemies so don’t pretend that a flame trap would create a new issue. Poison… well there are very venemous snakes in bodies of water.
No reason to punish someone for their traits just because they wind up in a random underwater fractal and there is no option to have multiple builds per character.
Suggested the same thing for engineers and they did it. The mines are now those floaty ball thingies.
I am not sure how they could do that with the traps tho.
This is a good suggestion in that it touches upon the bigger issue of skill set exclusion between land and underwater. There are traits that involve the use of certain skill sets that become totally unusable under water ( e.g. traps for rangers/assassins, certain elite skills). The work around really turns people off from underwater combat which is otherwise very well designed.
Mines are easier to avoid fyi. Secondly we have mystical fire underwater, and real life fire that Burns under water is very very technical. Although with that all said I feel traps could be implemented under water, just have to do it right.
Maybe the traps are Spirit’s that are target on the ground and have an effective range that is all around instead of having to step on the trap you swim in X area and trap is sprung.
Fire traps = Fire Drake Spirit that boils the water and applies burning.
Spike trap = a school of electrified spirit ell’s that bite at you causing bleed effects and shock you causing cripple
Poison trap = Sting Ray Spirit that poisons you
Mud trap = Crab spirit clamping onto you
Entanglement trap = seaweed garbing you.
Bow warrior is supposed to be magical? Engineer pistol is also magical?
I haven’t done engineer underwater so I don’t know if the flamethrower kit can be used there… but that’d be another example if so.
edit Wouldn’t mind animals instead of mines. Pulling pets out of your pocket is just as perplexing as pulling countless mines out I suppose. Chilling seaweed would be odd though.
(edited by Kuraikoto.1957)
Bow warrior is supposed to be magical? Engineer pistol is also magical?
I haven’t done engineer underwater so I don’t know if the flamethrower kit can be used there… but that’d be another example if so.
edit Wouldn’t mind animals instead of mines. Pulling pets out of your pocket is just as perplexing as pulling countless mines out I suppose. Chilling seaweed would be odd though.
you don’t get a fiery arrow under water lol for a warrior.
And you wouldn’t pull animals out of your pockets, that is why I said they would be spirit animals
Ah missed that about the spirit part… and yeah I had a complete blonde moment and forgot the bow isn’t underwater. I was talking about all land weapons lol. >_> Insomnia.
Ah missed that about the spirit part… and yeah I had a complete blonde moment and forgot the bow isn’t underwater. I was talking about all land weapons lol. >_> Insomnia.
it is ok I applied to three culinary collage ( as a Teacher ) that are either 2 states away or in a different country do to lack of sleep
The fundamental reason for this suggestion is just plain bad. You CAN change your selected Major Traits, without any worry, any time you’re out of combat. If you’re traited in to traps, and find yourself under water, you can simply swap the Master and Grandmaster trait you currently have in Skirmishing for any of the six or seven other traits in Skirmishing that aren’t nerfed by water.
So shines a good deed in a naughty world.
- William Shakespear
The fundamental reason for my question is not bad, switching your major/minor traits out does not fix synergy between your build and gear. You can replace it to get vigor when crit, bleed on crits, and tada pet boosts. Most trap builds don’t go heavy into the pet tree which makes the pet traits weak at best.
Crit on bleed isn’t fundamentally bad because your condition damage will still cause bleed but you will lose any method of poison (underwater weapons dont have this) and will not have burning short of sun spirit. So, you are still screwed by the random underwater fractals/fights which just adds further frustration to the people who already feel underwater is annoying or disappointing.
You CAN change your traits and perform poorly, especially at lower level fractals. You CAN also avoid using entire specs/builds. However, that is a sign of a poorly designed game/traits. Instead of just pointing out how its possible to ignore shortcomings, glitches, or bad ideas, why don’t you try a SUGGESTION on a thread that is designed for giving the developers suggestions.
Stone spirit has no active functionality underwater. They need to update A LOT of AoE effects for underwater. In fact, it almost looks like the dolphin has a hemorrhage before the “softened ground” animation glitchingly vanishes. It’s a very awkward-looking, broken skill. Basically my point is that an underwater revamp is likely on the table. Some professions are at a severe disadvantage underwater. I know a guildy was wondering why she wasn’t allowed to have an elite skill underwater as a guardian… tbh, underwater combat is extremely complicated (or seems that way) and it’s certainly fun. But because of this, it seems reasonable to assume it was a rush job and work in progress. I support this thread.