Apr 03, 2007, 10:08 PM // 22:08
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#1
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Pre-Searing Cadet
Join Date: Jun 2006
Location: Where the stars shine bright at night
Guild: Mighty Heroes of Legend
Profession: R/Me
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Better Water Ele Skill Animations
Well this may seem a little trivial to some, but I think water elementalists' moves should have better/cooler looks to em! Most of the attacks are barely noticeable, not nearly as flashy as those of fire and earth. For example, maelstrom is , to put it bluntly, pathetic. A little ring of revolving light is supposed to be a whirlpool?
What do ya'll think?
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Apr 03, 2007, 10:45 PM // 22:45
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#2
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Frost Gate Guardian
Join Date: Jan 2007
Profession: E/
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/signed
Totally ok with you : I'm a Hydromancer for 22 months, and I think ie DEEP FREEZE should really have some cool effect caus at the moment there is nothing at all... and maelstrom has the coolest water animation with ice spikes... some skills are really lacking ANY animation !
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Apr 03, 2007, 11:09 PM // 23:09
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#3
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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ANET is not SquareEnix but I think this game could use an overall special effects face lift.
/signed
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Apr 04, 2007, 01:20 AM // 01:20
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#4
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Forge Runner
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/signed
It's not like Earth Magic spells have cool animations. But yes, water magic stuff looks insufficient.
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Apr 04, 2007, 01:25 AM // 01:25
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#5
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Frost Gate Guardian
Join Date: Jan 2006
Location: Houston, TX
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/signed
But on the topic of special effects, I think A-net should add more special effects to Mesmer spells..No one really notices them at all, and for example, Energy Surge is just a small puff of purple dust around the foe that it's casted on. Maybe Mesmer spells were supposed to not have nice effects?
Either way, I do think Water spells should have more effects to be comparable to Fire and Earth magic.
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Apr 04, 2007, 02:53 AM // 02:53
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#6
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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/signed.
Although, when Maelstorm comes down I immediatly run. A recation I now have from my 55/SS runs.
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Apr 04, 2007, 04:59 AM // 04:59
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#7
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Frost Gate Guardian
Join Date: Feb 2007
Location: Saint Louis, MI (yes, it exists)
Guild: Pylons of Bastet [PofB]
Profession: E/
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/not signed.
If you make em flashy, idiots in RA and HA will start noticing that I'm screwing with them.
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Apr 04, 2007, 05:02 AM // 05:02
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#8
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Maelstrom's animation is odd, but good because it can be sometimes hard to notice.
Doubt this will get implemented.
/signed
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Apr 04, 2007, 12:13 PM // 12:13
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#9
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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They are sometimes hard to see... you can't barely see the Maelstrom's ground effect in snowy areas.
Maybe some 'invert' effects or different colored borders so they are always visible anywhere.
And more bubbles!
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Apr 04, 2007, 12:45 PM // 12:45
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#10
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Banned
Join Date: Jan 2007
Location: Drazach Thicket
Guild: Temple of Zhen Xianren [Sifu]
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I'd sooner get better Water Elementalism spells full stop.... never mind the animations. A water elementalism equivalent of Searing Flame with slightly lower damage, knockdown and Weakness instead of Burning perhaps... Make it weakness-dependant for damage...
Call it something like "Tidal Crash" ....
THAT is what we need.
Honestly, the fact that water elementalism isn't all that flashy doesn't make a shred of difference to me. Its ability to deal damage is far lower than I'd like.... enough so that I prefer to take out fire-based enemies with Fire Elementalism and a Spirit of Winter.
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Apr 04, 2007, 05:48 PM // 17:48
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#11
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Hall Hero
Join Date: Aug 2005
Profession: E/
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^ way to not understand the point of the water line Soti. Fire is a cludgeon meant to solely deal damage. The other elementalist skill lines actually have utilities.
Anyway, eh /partly signed. This game could use better animations, but on the other hand it would be pretty hard to implement. That, and I think that's what GW 2 is for.
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Apr 04, 2007, 06:06 PM // 18:06
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#12
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Banned
Join Date: Jan 2007
Location: Drazach Thicket
Guild: Temple of Zhen Xianren [Sifu]
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Quote:
Originally Posted by HawkofStorms
^ way to not understand the point of the water line Soti. Fire is a cludgeon meant to solely deal damage. The other elementalist skill lines actually have utilities.
Anyway, eh /partly signed. This game could use better animations, but on the other hand it would be pretty hard to implement. That, and I think that's what GW 2 is for.
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Essentially you're admitting that I have little choice but to use Fire Elementalism with a Spirit of Winter when all the fire-based baddies come along. Afterall.... while they're all susceptible to cold damage, since the entire Water Elementalism line is about slowing things down and NOT doing damage, there really isn't any benefit in using such things against them.
But I'm going to hazard a guess that you're thinking along the PvP line....
This usually happens when I essentially accuse something of being useless: The PvPers scoff at me and call me ignorant... as if I even give a moment's thought to their way of playing. Its not as if they give PvE any consideration, so it is only fair.
That might be fine and well when you're in an environment without particular elemental strengths / weaknesses... but certain PvE areas require lots of damage where Fire just won't work. Theoretically that should mean that Water Elementalism would be the way to go.... but it isn't. There just isn't enough damage there... and slowdown won't do squat to an enemy elementalist. Just to make it more amusing, I've noticed a tendency for water elementalist spells to end if the enemy takes fire damage as well..... so there is no holding them together to prevent scatter as they get nuked. One shot if you're lucky and that's it.
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Apr 04, 2007, 08:18 PM // 20:18
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#13
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Frost Gate Guardian
Join Date: Feb 2007
Location: MI, USA
Guild: Is Gwen Eighteen [yet]
Profession: Mo/Me
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Quote:
Originally Posted by Operations
/not signed.
If you make em flashy, idiots in RA and HA will start noticing that I'm screwing with them.
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Uhmm no offense but you should not PvP lawl! Who gonna PvP and look at the animation? If you say yes then I have no more comment! lawl
/kind of sign
It's not a bad idea but not a great one either. I mean do you really think Anet gonna change that after a couple years Elementalist came out already? The question is not about changing, it's about does it matter? lol
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Apr 04, 2007, 11:18 PM // 23:18
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#14
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Forge Runner
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Quote:
Originally Posted by Operations
/not signed.
If you make em flashy, idiots in RA and HA will start noticing that I'm screwing with them.
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But how will the idiots see you're screwing with them? Only smart people catch on.
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Apr 05, 2007, 12:30 AM // 00:30
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#15
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: tpod
Profession: D/N
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ya i totaly agree dude, they have all kindas ice chunks flyin around and blizzards roaring!
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Apr 05, 2007, 12:39 AM // 00:39
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#16
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: tpod
Profession: D/N
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Quote:
Originally Posted by SotiCoto
Essentially you're admitting that I have little choice but to use Fire Elementalism with a Spirit of Winter when all the fire-based baddies come along. Afterall.... while they're all susceptible to cold damage, since the entire Water Elementalism line is about slowing things down and NOT doing damage, there really isn't any benefit in using such things against them.
But I'm going to hazard a guess that you're thinking along the PvP line....
This usually happens when I essentially accuse something of being useless: The PvPers scoff at me and call me ignorant... as if I even give a moment's thought to their way of playing. Its not as if they give PvE any consideration, so it is only fair.
That might be fine and well when you're in an environment without particular elemental strengths / weaknesses... but certain PvE areas require lots of damage where Fire just won't work. Theoretically that should mean that Water Elementalism would be the way to go.... but it isn't. There just isn't enough damage there... and slowdown won't do squat to an enemy elementalist. Just to make it more amusing, I've noticed a tendency for water elementalist spells to end if the enemy takes fire damage as well..... so there is no holding them together to prevent scatter as they get nuked. One shot if you're lucky and that's it.
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ya than to even things out they should make water spells undo or weaken fire ones. you know like puttin out a fire, and they should make a couple water hexes and enchantments or aoe spells that inhance lighting damage, you know sence water conduct electricity.
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Apr 05, 2007, 12:49 AM // 00:49
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#17
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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/signed
I'm sure that A-net have got more important things to work on, but Water really did get jiffed on the animations... I mean, Deep Freeze is a huge AoE with a massive snare attached to it... and what? A blue puff.
Maelstrom? The initial splash effect is cool... and a spinning blue ring (tiny at that) for 10 seconds? Yeah. No blue ring I know would stop a mage in his tracks...
And SotiCoto - there's 3 water spells that end on Fire - Ice Prison and it's twin Tenai's Prison, and Armor of Frost. 2 mediocre snares and a subpar armour buff hardly strikes me as a 'tendency', Deep Freeze works fine as a mass AoE snare for most people.
And for damage... tough shit. That is, simply, not what Water is about. Though Shatterstone is pretty good for damage atm (well... kinda), Shatter + Freezing Gust for a sort-of spike, with the wonderful benefit of an awesome snare when you don't need the damage.
Quote:
Originally Posted by wind of echoes
and they should make a couple water hexes and enchantments or aoe spells that inhance lighting damage, you know sence water conduct electricity.
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Yeah. [skill]Lightning Touch[/skill] [skill]Gust[/skill] [skill]Chilling Winds[/skill] [skill]Arc Lightning[/skill] No interaction between Air and Water at all eh?
Last edited by Stormlord Alex; Apr 05, 2007 at 12:52 AM // 00:52..
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Apr 05, 2007, 02:16 AM // 02:16
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#18
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by SotiCoto
Essentially you're admitting that I have little choice but to use Fire Elementalism with a Spirit of Winter when all the fire-based baddies come along. Afterall.... while they're all susceptible to cold damage, since the entire Water Elementalism line is about slowing things down and NOT doing damage, there really isn't any benefit in using such things against them.
But I'm going to hazard a guess that you're thinking along the PvP line....
This usually happens when I essentially accuse something of being useless: The PvPers scoff at me and call me ignorant... as if I even give a moment's thought to their way of playing. Its not as if they give PvE any consideration, so it is only fair.
That might be fine and well when you're in an environment without particular elemental strengths / weaknesses... but certain PvE areas require lots of damage where Fire just won't work. Theoretically that should mean that Water Elementalism would be the way to go.... but it isn't. There just isn't enough damage there... and slowdown won't do squat to an enemy elementalist. Just to make it more amusing, I've noticed a tendency for water elementalist spells to end if the enemy takes fire damage as well..... so there is no holding them together to prevent scatter as they get nuked. One shot if you're lucky and that's it.
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You guessed wrong. I'm thinking about PvE play. I use water in PvE all the time. If you don't see the usefullness of snares or a 10 second fire and forget interupt like maelstorm, that's your problem. Like I said, you are convinced that PvE = do as much damage to the enemy as possible before he kills you. That's your problem.
Anyway, good job completely dismissing my arguement as "elitism." In actuaality it makes you the elitist, since you are unwilling to listen to other people's comments.
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