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[Suggestion] Rework boon-bar/boon-related visuals for fairness


Arcaedus.7290

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This affects the game at large although I'm mainly examining this from a pvp perspective:

In the middle of a fight, it's beneficial to pay attention to your targets boons to determine whether or not you want to use a particular skill. For example, if you're planning on CCing before you burst, you'll want to check to make sure they don't have stability, or you might want to wait until your target puts on multiple high-duration boons before corrupting.

That being said, there are some inconsistencies and (unintentional but still) unfair realities that we currently deal with that I think could be addressed:

  1. Boons, conditions and trait/buffs all share the same row: This makes it particularly frustrating if you're trying to read the duration left on an opponent's boon/buff. Newly applied or expiring boons/conditions/buffs shift around the positioning of everything else.

    • Possible fix: Boons, conditions and trait/buffs all occupy different rows beneath your target's portrait
  2. Stability has no boon-related visual: This is a balance problem imo. Stability is important/impactful enough of a boon that it should have its own visual effect, especially considering something like retaliation has its own effect.

    • Possible fix: similar to Resistance, add a visual to a character that has stability. For example, the visual could include a glowing light around the character's feet which appears upon application and fades after a second or two (since we don't want too much screen clutter).
  3. Aegis' visual effect is an eyesore: Potentially a balance problem if removed but.... in the midst of a fight, players don't check the visuals to see whether or not aegis is currently applied (in fact, most don't check at all). They check the boon bar.

    • Possible fix: It could work exactly how it does for a guardian gaining aegis while their weapon is stowed - you visually see aegis appear on target's arm/body, it lingers for a while, then disappears. This way we still maintain a visual cue, for people who like to pretend that the visual is important for balance, but don't have to deal with the subsequent eye-sore.

The UI system and boon/condition visuals we currently have in place for targeted enemies honestly isn't bad and we've all been able to manage fairly well with what we have but I think it could use minor changes especially as far as fairness/balance goes.

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