Better Water Ele Skill Animations
Green Ishness
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?
What do ya'll think?
Darth Kukulkan
/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 !
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 !
OhCrapLions
ANET is not SquareEnix but I think this game could use an overall special effects face lift.
/signed
/signed
gameshoes3003
/signed
It's not like Earth Magic spells have cool animations. But yes, water magic stuff looks insufficient.
It's not like Earth Magic spells have cool animations. But yes, water magic stuff looks insufficient.
Bai
/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.
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.
Puebert
/signed.
Although, when Maelstorm comes down I immediatly run. A recation I now have from my 55/SS runs.
Although, when Maelstorm comes down I immediatly run. A recation I now have from my 55/SS runs.
Operations
/not signed.
If you make em flashy, idiots in RA and HA will start noticing that I'm screwing with them.
If you make em flashy, idiots in RA and HA will start noticing that I'm screwing with them.
ZenRgy
Maelstrom's animation is odd, but good because it can be sometimes hard to notice.
Doubt this will get implemented.
/signed
Doubt this will get implemented.
/signed
MithranArkanere
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!
Maybe some 'invert' effects or different colored borders so they are always visible anywhere.
And more bubbles!
SotiCoto
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.
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.
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.
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.
SotiCoto
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. |
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.
Strange Guy
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. |
/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
gameshoes3003
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. |
wind of echoes
ya i totaly agree dude, they have all kindas ice chunks flyin around and blizzards roaring!
wind of echoes
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. |
Stormlord Alex
/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.
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?
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.
|
HawkofStorms
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. |
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.