Of course, that'll draw attention to the UI again (bad) and give too much information...
But it would make it easier to know what the other person is currently doing - and it's not going to disappear below other effects, because this part of the UI has to remain visible at all costs.
Besides, as it would be next to your main UI, you'd not have to look around the screen every time but probably can just glance at it if you notice a longer charge-up.
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03-05-2012, 05:01 #21
03-05-2012, 05:07 #22
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When I target something, I want the game to go into bullet-time and show me my foe's facial expression as it realizes it has been targeted for death. Then, when I attack, I want slow-mo X-ray displays of the internal damage I cause. Because Hollywood! Hollywood!
03-05-2012, 06:04 #23
Last edited by Rob Van Der Sloot; 03-05-2012 at 16:09.
03-05-2012, 08:11 #24
Last edited by Shrandar; 03-05-2012 at 17:34.
04-05-2012, 02:31 #25
I guess just because GW2 is SO different from GW1, I'd feel like it's a step backwards to add the GW1 casting bars. I do however agree that something HAS to be done. I don't know if they could tone down the spell effects, or add more transparency to them, but it IS too hard to see anything in a mid to large size battle.
04-05-2012, 08:47 #26
It's simple, GW2 melee combat is built around players reacting to foes preparing to attack.
But if you can't see the foe, the whole concept is a disaster. You can't watch for a windup when you can't even see the foe period.
The simplest way would probably be the casting bars. I would be in favor of those as well as toning down the spell effects to make players more able to see their opponents.
04-05-2012, 12:19 #27
I should be able to tell what a mob is doing by actually looking at it. Anet doesn't want people staring at casting bars, and neither do I. So my proposed changes:
1) Reduce spell/particle effects. I'm being Captain Obvious here. This is probably the most common complaint I've seen, and Anet knows it. They've said spell effects will scale depending on the number of players on screen, which is nice, but I'd go a step further and allow us to further scale down said effects via a slider in the graphics settings. Hell, maybe even give us an additional slider so we can scale down our own effects.
2) Bring back the red aura. I'm sure some of you remember the glowing red aura that used to outline your target? I admit, I was one of those people that complained how cheesy it looked, but after finally playing the game, I realize how useful (perhaps needed?) it was. This would show exactly where the mob is (which depending on the size of the mob could get lost in the chaos) and what it was doing. Give us the option of keybinding the red aura so we can quickly turn it on/off when we need it.
3) Increase the sparkly effect that a mob does just before it's special attack a little more.
04-05-2012, 13:00 #28
A suggestion I saw frequently was the option to bring back the red outline of your target (like what True Reptile mentions)
And that outline would be visible through any particle effects or models.
Then you can at least get a better idea of the enemy's different animations.
04-05-2012, 16:26 #29
Yeah, I would be highly in favor of having that outline again. It would help a lot. Or some kind of warning icon above the head of the enemy, like on that screenshot from Batman Arkham City. It works so well in Batman.