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QOL visual indicators


Tycura.1982

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Some suggestions for better gameplay and less visual vomit. I know these are possible as a lot of skills already have them.

WarriorDifferent animation for rampage from signet of rage.Red ring on Rampage 5Red ring on stompRed ring on hammer burst skill and knockback.Red ring on axe 5

GuardianOption for less visual noise on traps, tomes, and symbols.Red ring on hammer 2Red ring on hammer 5 with less visual noise.Red ring on focus 5 blast a moment before bursting.Red ring on GS 2

RevenantRange indication on OH Sword 4Range indication on Glint Ulti

RangerRed ring on Worldly ImpactVisual indication on axe 4Red ring on axe 5

EngineerOption for less visual noise from holo modeRed ring indication on holo 3 as well as the follow up.Expanding red ring on shockwave as well as freedom to move while casting (like Ele dagger earth 2)

ThiefRed ring on daggerstormBrief ring on lotus dodgeRed ring on vaultRed ring on bound

NecromancerOption for less visual noise on wells and shades.Red ring on reaper soul spiral

MesmerOption for less visual noise on shatters, ambushes, chaos storm.Make mantra of pain a projectile.Range indication on torch phantasm

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Wildstar had a skill bar that capped out at 8 slots, and that game's PvP was an absolute epileptic menagerie masquerading as some deranged game of "hot lava." The ground was a fevered disco dream of angry lights telling people where attacks were going to land: so many telegraphs that it often became impossible to figure out the exact direction and time from which they originated, thus defeating the purpose of them existing at all. There is absolutely zero way that the same system would work for GW2 considering that each bar has multiple kill buttons, and each build has anywhere between 16-30+ skill slots. Even random filler skills which historically have never had any true purpose or reason to exist (i.e. Throw Axe, Winter's Bite, Rapid Fire, Mind Stab, etc) have all received inconceivably ludicrous damage and/or activation time buffs just to make them "relevant." Now we have a Winter's Bite with the same damage coefficient as Ice Spike (the latter being a skill with a long delay and AoE ring) despite the tell looking more or less exactly like the auto-attack. And that's just one of a myriad of examples.

The only true solution to fixing this game's particle and effect spam would be to just cull attack types from all classes. If a class has a button or effortless, instantaneous skill chain which can just outright nuke a player (and every class does), what more does it need with regards to damage? Why have more buttons dedicated exclusively to damage? Why not just design most of a class' (or spec's) damage potential around a single attack skill or short combo with a high uptime for usage and some mild risk for the user? At any rate, it's not even like there's a difference between a single skill and a long attack chain in GW2 PvP anymore; if an attack chain takes any sort of real time to resolve (or requires that a player be in melee range), the user gets all of this free damage negation and instant positioning baked into that rotation so that the attack more or less always lands consistently. GW2 combat might as well be condensed down into 1-3 damage buttons per class.

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