Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Self spell effects are way too big IMO
ArchivedUser
Guest
In PVP especially it's important to have as clear vision as possible of your enemy targets because a large part of your combat success is in having a good crowd control game. So in my opinion we need to tone back the self cast spell effects (They take up too much screen). They should be just enough to signal that we used a spell but small enough so it doesn't pull our attention away from our targets or shrouds vision of them in anyway. This also creates more immersion to the game play also.
In PVP we aim to link together CC with team mates. I would assume that it would be annoying AF having these big self cast spell effects on our screen shrouding vision of our target area that we're trying to pay attention to.
To summarize, I'd rather be immersed with what going on around my target instead of having a spell effect from my own character covering a large amount of my screen area.
Well that's my opinion, agree, disagree?
In PVP we aim to link together CC with team mates. I would assume that it would be annoying AF having these big self cast spell effects on our screen shrouding vision of our target area that we're trying to pay attention to.
To summarize, I'd rather be immersed with what going on around my target instead of having a spell effect from my own character covering a large amount of my screen area.
Well that's my opinion, agree, disagree?
0
Comments
One thing I generally hate in MMO's is when everything starts looking like one of those crazy cartoons:
http://media0.giphy.com/media/JEGIloZ79M46c/giphy.gif<img src="http://media0.giphy.com/media/JEGIloZ79M46c/giphy.gif" alt="STROBES" />
I'm pretty much referring to all of the mage's spells that I've seen so far. They're all too flashy in my opinion, but to clarify specifically what I mean, is that I think the spell effects around our own character are too big, as they shroud a large amount of the vision around our character when they're used, this takes our attention away from our target and the battlefield because of the flashy lights from our spells distracting us. Also I can only assume this would also ruin the immersion to some extent.
But that doesn't mean I don't want to see big/flashy spells, I do! I just think those types of spells should be released from the character in a minimalist way and it can for example grow in size as it travels, or it might explode at the target area.
So to summarise: Big spell effects at the target area or as the projectiles are traveling would be awesome, but lay off the screen glitter around our characters. I'd much rather be analysing my next move based on game play that I can see, than being bombarded with pretty lights.
When you cannot see the NPCs under the blanket of spell effects it's kinda meh for me.