(edited by Silhouette.5631)
Condition Clarity (see your future hp)
I like this idea.
Since you don’t have a clear indicator suggestion, I suggest that if you are bleeding, the bleed will cover a percentage of the health orb to show how much health you would lose total in a pale red color.
In a poison setting, it would be be the but in a green color.
In a burning setting, it would be orange.
In a torment setting, it would be black.
Now, if it was mixed, then mix the color to show the indicator of health.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Poison should also shade/outline the Healing Skill in green, to remind the afflicted of the effect.
Also, confusion should be noted in the orb; it would assist in deciding at a glance whether to risk the payback or not.
sry. disagree with “green healing skill button”. you should be able to look on the debuff bar 4 pixel above.
and pls remember: if u fight against s.o. with specced condition they will be able to cover your whole health orb in a few seconds – some kind of information that is redundant displaying on your life orb.
proof or example: thief with D#3 or/and venoms or/and P/x.
Thats the point, knowing whether that burn u just got hit with is going to lightly fry you, or turn you into charcoal.
So that you know your durability and when to cleanse or disengage? You should be able to figure this out now.
This is like asking for a power meter of your attackers who are direct damage. So thief backstabs you for 6k you want something to show up and tell you is power crit damage and crit chance? If you look at your character you can see how much the conditions are ticking for.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
agreed +1 /15char
Well jee oZii your right, let me wait until after those conditions proc, i mean its not like its going to hurt or anything, and its not like there a difference between an enemy in soldiers or dire gear. And its not like an entire second can be a long time in a fight I mean most fights are decided by entire MINUTES of DPS.
Its also completely silly to think that having clarity added to the damage your taking could possibly promote skilled gameplay. Its not like anybody specs to nuke with conditions, and that having that information could be vital.
how would you count torment? its variable damage. and youd have to skip confusion.
and meh @ different colors.. just make the health globe semitransparent, we have other visual indicators for condi types already and dont need to make the game less colorblind friendly.
head here to discuss wvw without fear of infractions
Agree, they should grey out the HP that will be reduced from condition damage.
Already quit PvP. Just log in here and there to troll.
how would you count torment? its variable damage. and youd have to skip confusion.
and meh @ different colors.. just make the health globe semitransparent, we have other visual indicators for condi types already and dont need to make the game less colorblind friendly.
Torment should be removed from the game. It was a stupid idea to bring this into the game.
Keeping in the theme with many peoples recent posts Ill again be saying something about conditions (yay conditions). I want to see how much damage they do BEFORE they kill me. I can see how many stacks of bleed i have but that doesn’t do me nuthin if I don’t know what their condition damage is. And when you have multiple conditions on you, from different people, you have no idea how fast your going to die, or how much damage its going to do. And seeing as these things only tick once every SECOND (which is a LONG time in some fights) you have no idea how fast your hp is going to go down before its to late, because an entire seconds tick can be a hard chunk of my hp. so the second that conditions applied I would like to know how bad its going to wreck me, by some kind of indicator on my HP circle.
If a direct damage build hits you until you are downed, the only thing you notice is that you are downed and then dead. Why should this be different against a condition build?
If a condition build has hit you that many times, that the conditions would kill you, against a direct damage you would be dead at that point. So you allready have an advantage over direct damage (the time the conditions need to finally kill you to react (heal, cleanse,….).
I find this quite a strange request.
Bleed&burn : those need to be staked to deal enough damage to be worried, and it’s not something that can happen in 1 second.
Poison : only stak in duration and it’s easly visible
Torment/Confusion : those are nasty conditions, use your condi cleanses man.
1) If you open your eyes when fighting you will notice those conditions dealing damage over your head, thats a pretty good feedback teling you how much damage you are receiving.
2) keep an eye on the boon/condition bar, if you see 15 staks of confusion you shouldn’t attack, or move if its torment.
2a) A nice way is to disable auto attack from the options and also be carefull to not have any skill in auto attack ( crtl + right click if i remember correctly ), a lot of people die by autoattaking when under the influence of confusion. and those people also die by running/leaping when under torment.
I respectfully disagree. Having my HP Circle colored like a rainbow won’t ever improve my skills at PvP. Simplicity is the ultimate sophistication. What you are proposing to do is drown players (of all skill levels) in tons of information. Can you imagine this effect in a major Zergfest where conditions are thrown all over the place? In no way will this improve anybody’s gameplay. Additional information being relayed through the network will also have a negative effect on game performance. It’s simply not something I’d like to see in Guild Wars.
However, if they were able to indicate condition damage in the timeline report, that would be great as a tool for the more serious-minded players to go back and see where the damage came from.
Sir…did you just say that color coding things is to complicated for you? Also no I wasn’t suggesting that far. I was simply suggesting a grayed out area in your hp letting your know, all that is about to drop.
Edit: Also speaking of drowning people in information, having 5 conditions pop up on your screen, some with multiple stacks, and not being able to see how long they last until you wait for them to damage you and gauge the time, or INDIVIDUALY run your mouse over each one…Id take the rainbow circle any day of the week
(edited by Silhouette.5631)
how would you count torment? its variable damage. and youd have to skip confusion.
and meh @ different colors.. just make the health globe semitransparent, we have other visual indicators for condi types already and dont need to make the game less colorblind friendly.
Torment should be removed from the game. It was a stupid idea to bring this into the game.
duh. now, since anet wont do that… the question remains.
head here to discuss wvw without fear of infractions
…make a third shade for potential condition damage, or just have it count max damage that way you can see worst case scenario. Comon we got brains lets use them
I would like to see a giant red arrow above my head every time a thief stealth steals on to me with information revealing whether they are using hidden killer, or flanking strikes or execution in bright yellow words contained in a dynamic burst bubble so I know exactly how fast I could potentially die here.
Why lower the skill floor further, good players know when they need to cleanse. They could possibly add a timer on each condition, but even knowing how long conditions last on you is something you can learn. For instance, I know a necromancers auto will apply around 8 seconds of bleeds.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Great quality of life idea. It would help both extremely skilled players and casuals alike.
No reason to think skill is about keeping people in the dark or not having easily accessible data.
I think it’s an interesting idea, but I don’t think it’s necessary or possibly even that useful.
First of all, you can tell how much damage conditions will do by examining the damage ticks. Your health will also decrease by an amount each second so you can even get a particular sense for how much incoming damage it will do.
I think the example given about backstab is also valid. Should there be an indicator to say how much direct damage an impending attack is about to do? Even if there were it wouldn’t really be that useful since it would go by so fast.
But that’s one of the advantages about direct damage. The damage is immediate and you can spike an opponent with it. Spike damage works by your opponent not being able to appropriately react to or otherwise mitigate the incoming damage.
On the other hand, the advantage to condition damage is that the damage is dealt in discrete packets over time. As such, it’s possible they can “sneak up” on a person, meaning they over commit at higher health just to be gradually worn down without realizing it. I don’t really feel trying to implement a mechanic to reduce this advantage condition damage has is necessarily a positive thing.
I don’t think we really need additional indicators other than what’s already there. Plus, how would this also work with confusion? And would all the colours just blend into each other? It could get pretty messy or possibly obscure your actual health amount.
Also, consider a skill like tooth stab: http://wiki.guildwars2.com/wiki/Tooth_Stab
This would colour a significant portion of the health orb for bleed damage, but only because the duration is very long. As such, it may give a person the impression that the immediate need to cleanse the bleeding is very high, when it is in fact very low.
A more accurate representation would be to only colour the health orb for the next tick’s worth of damage, but then that just reintroduces the problem that the idea was to solve in the first place.
Not to mention the colours could easily be bouncing all over the place with conditions being removed and reapplied.
Never thought of this, but it would be helpful to know if the 5 stacks of bleed on me are from a condition specialist (and will really hurt) or are incidental stacks as a result of crit procs on a power build (and can be ignored).
[TTBH] [HATE], Yak’s Bend(NA)
Agree.
I also think the damage should show in the combat box. So many times after a fight I check out the combat log. Especially to see how I was damaged. Sucks that condition damage doesn’t show up (unless there already is a way to make it show that I don’t know about)
Agree.
I also think the damage should show in the combat box. So many times after a fight I check out the combat log. Especially to see how I was damaged. Sucks that condition damage doesn’t show up (unless there already is a way to make it show that I don’t know about)
I agree somewhat… it would perhaps be useful for analysis, but it would really spam the combat log with the same messages over and over and over again.
I also think the damage should show in the combat box. So many times after a fight I check out the combat log. Especially to see how I was damaged. Sucks that condition damage doesn’t show up (unless there already is a way to make it show that I don’t know about)
Now this I agree with. Combat Log should show all damage, no matter what it’s from or dealt to (including stealthed folks). That way, people can look through and identify why the fight went the way it did and have better information to improve their play in the future.
Though perhaps each individual condition stack would not be represented, so instead of seeing “bleeding: 45 damage, bleeding: 45 damage” you see “bleeding: 90 damage” This would also give great indication of exactly how fast things are happening
(edited by Drarnor Kunoram.5180)
look at the damage ticks, multiply by duration, divide by your hp.
Combat log misses many things though, for sure, it should all be in there.
I also think the damage should show in the combat box. So many times after a fight I check out the combat log. Especially to see how I was damaged. Sucks that condition damage doesn’t show up (unless there already is a way to make it show that I don’t know about)
Now this I agree with. Combat Log should show all damage, no matter what it’s from or dealt to (including stealthed folks). That way, people can look through and identify why the fight went the way it did and have better information to improve their play in the future.
Though perhaps each individual condition stack would not be represented, so instead of seeing "bleeding: 45 damage, bleeding: 45 damage" you see “bleeding: 90 damage” This would also give great indication of exactly how fast things are happening
That goes without saying. They fixed that last year so the numbers above your head show the total damage of that condition per tick.
I don’t think it would spam the combat box too much. Especailly if given the option to include it or not IE customize like the chat box where you don’t include guild talk for example.
I picture a system that would take all of the damage you would take from bleed+burn+poison for their combined durations and grey out that part of the health orb. Confusion gets no change, and I think Torment should be added but a decision has to be made on whether you’d have the greyed orb section dynamically change for when you’re moving or not.
As for long duration small stacks of bleed vs. short duration high stacks of bleed, you still have your regular UI telling you how many bleed stacks you have. An indicator on the orb would just be in addition to the current system.