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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
at some point, you gonna have 384574857 icons on the enemy that you wont be able to quickly find whatever icon you are looking for.
I'm more specifically saying:
"If the game is Type 1, it can just look like TL and you don't need to see most of that."
If the game is Type 2 (what you're used to and prefer, based on your OP), then it might require multiple UI configs and so on.
And therefore feedback (I think I speak for my whole group on this one) is 'if they are designing a Type 2 game, we agree with you'. If they are designing a Type 1 game, we agree with NiKr, and just expect that you won't enjoy it.
Thank you for clarifying. I had always thought that 250vs250 would be too laggy for most PCs, so it didn't occur to me that it would be similar to the video you mentioned. Thanks!
OK, I get what you are saying. They could design the game so that we don't really need to pay attention to countering specific abilities during specific timing windows in order to win, or combo off of things. It is more about positioning and tactics. That would be the type 1 game you are talking about.
I've never played that system so I don't know the pros and cons. But for sure it seems more suitable for large scale pvp as showcased.
This is where filter options that suit your character come into play. My rogue only sees bleeds but doesn't show weapon poisons and other effects. That's because my big combos are off the bleeds. And for DRs, I only need to see stun and maybe incapacitate. Don't care about root, or even silence really.
well, you said it, your combos. but in ashes, your combos depend on what your teammates do. remember cc promotion? so as a rogue, you might have to pay attention to your summoner's poisons on the enemy, because that will make you do extra damage, even if you don't have a poison yourself. maybe you can promote someone else's root into a stun, etc.
as long as the icons are very different from one another, and can be easily identified, then having many of them isn't an issue, I suppose.
Well let's take the trip mechanic, for example. We already know that a bunch of skills combo off of "tripped" enemies.
Now what happens if the mage in the backline gets tripped, but you can't see that because he has a huge ball lightning and 5 other spell effects on top of him. Would be nice if there was a nameplate icon (Or something else), visible in the heat of battle, toggleable for characters who care about trip and those who don't care, to indicate tripped status.
Then the fighter can use the "Slicing Maim" talent tree to hit him in the backline for double damage, which is the whole point.
As long as it is adjustable then the players can decide for themselves how cluttered they want it.
We can't rely on visual spell effects alone because there are too many and they overlap each other, and the ones we care about might be hidden underneath. Relying on spell effects as the only source of information is "clutter" from my experience. And if you can only see it on your target, then you miss the mage in the backline.
You get 5 mages close together spamming ball lightning and you won't see anything they got on them. Heck, you won't even know what race they are.
Yeah. At the end of the day I don't really care "how" they do it, as long as information relevant to my character and choices I make in the middle of battle is indicated in a readily digestible format, and not blocked by 100 useless spell effects that I don't care about for decision making. The way WOW did CC DRs as a hidden mechanic that couldn't be seen without addons is just bad.