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Yureii.4236

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Posts posted by Yureii.4236

  1. 1 hour ago, IndigoSundown.5419 said:

    This idea looks as if it would resolve the OP's issue -- without cluttering the screen for those whom an indicator would be meaningless.

    i would rather them not go in this direction.

    knowing which direction an enemy is facing at a glance is very useful even if you're not using any skills that require flanking/rear positioning. from their forward direction you can basically tell what they're planning on doing and who they're aggroing etc.

    having the position advantage displayed on the skill is not an immediate glance because you'd have to constantly reposition and check if the skill flips over instead of instantly knowing where you need to be.

    what I'm suggesting is just an arrow showing their forward direction tied to their targeting reticle. it wouldn't be more visual clutter than already exists, especially when we're able to turn off other characters skill effects in the near future.

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  2. with a handful of skills that require particular flanking/rear positioning, it would be very useful to have some kind of indicator around an enemy showing which direction they're facing.

    sometimes you can't tell what direction an enemy is facing due to the enemy type (air elementals) or they're doing some kind of weird spinning animation that isn't actually changing their forward direction (siax in fractal 98).

    with all of the great accessibility and engine upgrades we've received, and are going to be receiving, I think this would be a fantastic addition.

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  3. Mark and Deadeye Stolen Skills should clear the skill queue and be cast with priority like dodge rolls, healing skills and certain utility skills.

    I know this might sound like a L2P issue, but with Rifle's slow speed and general unresponsive feel I've always found it annoying that I might've pressed 3 Round Burst one more time than I should've, and be stuck casting it when instead I *really* need to cast Mark or one of the Deadeye Stolen Skills to enter stealth and cast Deaths Judgement (and don't even get me started with how many times Deaths Judgement for some reason gets cancelled by an Auto half way thru the shot...).

    Even when starting certain engagements, Mark just refuses to cast if I press Mark and then 3 Round Burst leading me to spam the absolute kitten out of F1 before doing *anything* at all which just feels god awful.

    I definitely miss the OG Mark and Stolen Skills being an Instant cast and I know we can't have that back in our current sandbox but please, just let them clear the skill queue so they atleast feel responsive.

    A little bit of a tangent but I wanted to mention that the Malice Counter display is still broken and not rendering properly in many different areas and encounters. I swear there was a patch note some time last year that said that was fixed, and it definitely was not fixed.

    • Like 2
    • Confused 1
  4. As a thief main im pretty excited about the Deadeye changes, i've been wanting Deaths Judgement to pierce for some time now. kind of sad the Kneel skills are getting their range cut but we'll have to see how it feels.

    I think in addition to the dagger buffs, it would be a nice QoL to slightly reduce the time we're Revealed in PvE from 3 seconds to like 2.5 - 2.9 seconds which would allow us to loop 2 Heartseekers -> Auto chain -> Cloak and Dagger -> Backstab pretty reliably with Maleficent 7.

    Also kind of sad to see that power Daredevil isn't getting any decent buffs, Staff could use some love, and noone ever takes any of the Physical utility skills aside from Fist Flurry in PvE...

    • Confused 2
  5. The Deadly Arts trait 'Potent Poison' does not add the additional poison stacks to any of the Scepter weapon skills.

     

    Also please allow the Specter trait 'Dark Sentry' to apply Rot Wallow Venom on ourselves when we give barrier to ourselves.

    • Like 1
  6. 14 hours ago, Ashen.1347 said:

    Hey, I have the same problem. Did you ever manage to fix it? I was hoping to find an in-game setting to disable the dramatic zoom out/fov change, but I couldn't find one.

    nope, as far as i know there is no fix to this issue, which is why im trying to report it here to anet... hopefully they see this post and do something about it :x

  7. When entering some boss fights there is a 'cinematic' FoV change that interpolates the field of view to allow for more vision during a boss fight, and once the fight is over the same effect is ran to return the FoV back to normal. This is great, however it's extremely detrimental to the games framerate for some reason. Whenever this effect is triggered, FPS is nearly cut in half (if not worse) in almost every circumstance. 

    I do want to mention that this issue happens in both DX9 and DX11 modes.

    Some examples of where this effect happens (off the top of my head):

    • CM 98 (Nightmare) 
      • MAMA
      • Siax the Corrupted
      • Ensolyss of the Endless Torment
    • Wing 7 (The Key of Ahdashim)
      • Qadim the Peerless
    • Sandswept Isles
      • Defeat Zohaqan
    • Snowblind Fractal
      • Defeat the Elemental Source
    • Most (all?) World Bosses
    • Entering the Special Forces Training Area

    Graphics Options:
    https://i.imgur.com/iAFK4Rd.png

    Camera Options:
    https://i.imgur.com/dAO253c.png

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