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Riptide... or ranged sword water autos?


Noodle Ant.1605

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It's rather strange when a melee-oriented weapon has skills that takes it outside of its own effective range; the last case was also on elementalist and ended up getting changed (Wind Storm).

Riptide is rather similar...

Regardless of the case, the bizarre interaction remains where using the skill usually ends up briefly invalidating every other skill on the weapon (bar Flame Uprising, Polaric Leap and certain dual skills locked to weaver), particularly sword water #1 and #3 which is on the same skillbar.

The alternate proposal is to give ranged capabilities to at least the sword water autoattack chain - like the pre-existing 600 range dual skills on sword. Seeing that the water autos are very literal filler skills that even then rarely ever get properly used, I feel like this would give them much greater purpose and a unique place that fits within the sword kit.

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I think it makes a little more sense when you consider the skills you can rotate to.  For example, if you rotate to earth you can combo blast for a heal while evading more damage and then have access to a ranged attack in water/earth 3.  If you rotate to either fire or air you gain a leap combo for a heal that then vaults you right back into melee range.  Alternatively, you can dodge out and use riptide to move back toward the enemy.  I typically do this to get the right positioning to combo the field with comet on focus water 5.

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It’s not so much whether or not the skill makes sense - Wind Storm with its self-displacement made just as much sense, if not more than Riptide (because hammer air is ranged and also has a gap closer in water). The pushback could be also mitigated by casting at max range.

But it was changed because it was generally hard to use. Similarly, Riptide assuming the use of dual skills/skills outside of water and or other interactions also makes it much harder to use than most other skills.

The current version of Riptide still has its uses, hence the alternate proposal for ranged water autos. Having ranged water autos compliments Riptide and allows sword builds to do at least something when being forced to range (note non-weavers do not get dual skills), while being in water also avoids detracting sword from its main playstyle as water is largely avoided for dps in PvE and have poor coefficients in competitive game modes.

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3 hours ago, Noodle Ant.1605 said:

It’s not so much whether or not the skill makes sense - Wind Storm with its self-displacement made just as much sense, if not more than Riptide (because hammer air is ranged and also has a gap closer in water). The pushback could be also mitigated by casting at max range.

But it was changed because it was generally hard to use. Similarly, Riptide assuming the use of dual skills/skills outside of water and or other interactions also makes it much harder to use than most other skills.

The current version of Riptide still has its uses, hence the alternate proposal for ranged water autos. Having ranged water autos compliments Riptide and allows sword builds to do at least something when being forced to range (note non-weavers do not get dual skills), while being in water also avoids detracting sword from its main playstyle as water is largely avoided for dps in PvE and have poor coefficients in competitive game modes.

I'm all for ranged autos on water.  I don't think it'll have much impact, but I'm fine with it.  If riptide is difficult to use, maybe they could update it?  I sure wouldn't mind if it worked like twist of fate where you gain super speed and do a cool twirl that lets you control your movement instead of the locked-in riptide animation we currently have.

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2 hours ago, soulknight.9620 said:

I see you somehow managed to keep ur faith up... I wouldnt count on it.

Oh I don't expect anything.  They can barely find time to think through correcting outliers, let alone going through and modifying skills that could work better but don't need to.  But it can't hurt to talk about it.

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