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12/14/2012 patch - lots of underwater combat updates


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#1 Khlaw

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Posted 15 December 2012 - 02:50 AM

Wonder if these were updates that have been on a list somewhere for a while, or if there will be new water combat opportunities introduced with the update.

Edit:  Oh.

Quote

The Patch notes:

Underwater fields and interacts. We’ve gone through and improved our underwater combat experience. Many professions had a distinct lack of fields and/or interacts
Well sure, if had wanted to keep reading...

Edited by Khlaw, 15 December 2012 - 02:51 AM.


#2 dawdler

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Posted 15 December 2012 - 10:28 AM

The biggest lack of interaction was attacking enemy mobs, since they always went invoulnerable.

Did they fix that?

#3 Bohya

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Posted 15 December 2012 - 10:38 AM

Underwater needs to have its sense of up/down removed so that it is a truly three dimensional combat experience.

#4 Xenomortis

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Posted 15 December 2012 - 10:44 AM

Underwater combat is slow, clunky and boring.
Fields and combos won't do anything to improve it.

#5 Trei

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Posted 15 December 2012 - 10:49 AM

Its underwater, not deep space.
As long as there is still gravity, there will be up and down.



#6 Kid

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Posted 16 December 2012 - 12:35 PM

It would be a lot more engaging if some the mobs do not turn invulnerable all of the sudden, regenerate themselves back to full health while still dealing damage back to us, or that ridiculous aggro range and they keep following us farer than the ones on ground. Features work as intended? Horse crap, I'd say.

#7 draxynnic

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Posted 17 December 2012 - 01:03 AM

View Postdawdler, on 15 December 2012 - 10:28 AM, said:

The biggest lack of interaction was attacking enemy mobs, since they always went invoulnerable.

Did they fix that?
No, they didn't, and it really is the most annoying thing about underwater combat.

If they can't fix it, they really should just remove it entirely - the 'invulnerable' thing is to remove exploits of hitting an enemy from a safe location, but if you and your enemy are both in the same body of water than they should always be able to reach you one way or another.

They also need to do something about how mobs leash back to their 'starting' locations when they have a wide patrol route - it's quite aggravating when something attacks you, and you kite just a teeny bit and suddenly they're in a cycle of heading back to regenerate and then jumping you again over and over.
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