Revealed
It should be more visual indeed, “!” could be good…I mean, I can see when I’m bleeding, I can see when I have confusion etc, sometimes your pg also shout out when he is hit by certain conditions. Why I have to lock my eyes on a status bar only for “revealed”? Shouldn’t gw2 be the game where you pay attention on players instead of status bar?
I’ve always been under the impression that ArenaNet didn’t want players to play by the icons in the effects monitor, which is the main reason that I’m confused by the current implementation of Revealed.
Stof mentioned it earlier in this thread, and—although I couldn’t find a specific quote from them about it—that intent of “not forcing players to watch the icons” seems to be implied with the current system of interaction indicators and UI effects, both graphical and audio. Even Torment, a late-added condition, got a visually distinct effect.
While I think Revealed felt like a band-aid fix to stealth spam, I think the lack of indication that Revealed has been applied is the bigger issue. Especially when everything else in the game seems to encourage the player to focus on animations and UI instead of tiny icons.
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It should be more visual indeed, “!” could be good…I mean, I can see when I’m bleeding, I can see when I have confusion etc, sometimes your pg also shout out when he is hit by certain conditions. Why I have to lock my eyes on a status bar only for “revealed”? Shouldn’t gw2 be the game where you pay attention on players instead of status bar?
I’ve always been under the impression that ArenaNet didn’t want players to play by the icons in the effects monitor, which is the main reason that I’m confused by the current implementation of Revealed.
Stof mentioned it earlier in this thread, and—although I couldn’t find a specific quote from them about it—that intent of “not forcing players to watch the icons” seems to be implied with the current system of interaction indicators and UI effects, both graphical and audio. Even Torment, a late-added condition, got a visually distinct effect.
While I think Revealed felt like a band-aid fix to stealth spam, I think the lack of indication that Revealed has been applied is the bigger issue. Especially when everything else in the game seems to encourage the player to focus on animations and UI instead of tiny icons.
This and the above comment.
Revealed is a condition, and all currently existing conditions have a clear visual or audio cue so you dont have to lock your eyes on the status bar to see what is affecting you.
I don’t quite understand how “we should be able to counter stealth” applies in any way to this, but I don’t think thieves need to have to train their eyes on the status bar to see when one of their core mechanics isnt working. If the word deserved ticked off the last guy, then…my apologies, I guess? The point of the matter is there should be a way for them to adjust to any explicit stealth issues on the fly without having to monitor statuses. This argument isnt remotely about allowing a player to counter stealth before thieves move up on the priority list to be notified that they have been countered.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
(edited by Azure The Heartless.3261)
Revealed is a condition
Umm no, no it isn’t. it is a debuff. There are 12 conditions, this is literally not one of them
I don’t quite understand how “we should be able to counter stealth” applies in any way to this, but I don’t think thieves need to have to train their eyes on the status bar to see when one of their core mechanics isnt working.
The core mechanics of many skills has to do with the fact that they are single target skills. It is hypocritical to assume it is okay for your main profession should have no counter it a mechanic, yet support it having counter to the main mechanics of so many other professions skills.
Revealed is a condition
Umm no, no it isn’t. it is a debuff. There are 12 conditions, this is literally not one of them
I don’t quite understand how “we should be able to counter stealth” applies in any way to this, but I don’t think thieves need to have to train their eyes on the status bar to see when one of their core mechanics isnt working.
The core mechanics of many skills has to do with the fact that they are single target skills. It is hypocritical to assume it is okay for your main profession should have no counter it a mechanic, yet support it having counter to the main mechanics of so many other professions skills.
Three things.
1. Typo. I meant debuff.
2. My main is a warrior. I do not play thief; I just like fighting them.
3. I am not arguing that they should not be countered or be able to counter anything. I am merely arguing that they should be notified either visually or through a cue when they get their stealth blocked. Is there something incredibly wrong with a “lol u cant stealth” noise being added to the already visual icon they have? If Anet wanted them to be blind to the fact that they are revealed, they wouldnt have even bothered using the icon.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
(edited by Azure The Heartless.3261)
Some of you may overlook that it isnt only good for the thief to have a clear revealed tell. Lets say you’re in soloq or a 20 man group in which not every1 is in voip. A clear revealed tell could indicate you’re teamm8s that the enemy thief is very vulnerable at the moment and therefore be focused..
Besides anet want their players to focus on animations, that’s why we don’t have castbars. Nothing wrong with the suggestion.
Some of you may overlook that it isnt only good for the thief to have a clear revealed tell. Lets say you’re in soloq or a 20 man group in which not every1 is in voip. A clear revealed tell could indicate you’re teamm8s that the enemy thief is very vulnerable at the moment and therefore be focused..
I would favor these kind of consequences to a visible Revealed tell over the current lack of UI.
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I would be okay with this under the condition that everyone gets an audio/visual cue before we take damage from a character in stealth. As of now the icon we get 1s ahead of time allowing us to dodge is too small
What’s that you say? There is no icon to notify use just before we take damage we cannot see coming, from a stealthed thief? Then by Ogden’s hammer, I say no, I am against your suggestion for that reason.
Actually, a better analogy would be a tell that you have been attacked from someone in stealth, which I believe the large numbers on your screen indicating damage taken already does, you misunderstood the OP.
@OP I feel the debuff icon works fine for me, would rather they spent time and resources on other problems/bugs than this.
Mellowpuff [Champion Hunter]
@OP I feel the debuff icon works fine for me, would rather they spent time and resources on other problems/bugs than this.
Agreed; there are a plethora of issues I’d like to see them address before Revealed indicators. However, ArenaNet developers have previously stated that they like to address “low-hanging fruit,” in order to “improve the game for players without a lot of effort”.
I think this change is one of many relatively minor QoL changes that would have a significant payoff in regards to player experience with the game.
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