Some QoL options and suggestions

Some QoL options and suggestions

in Suggestions

Posted by: Taril.8619

Taril.8619

1) Improvements/changes to the scrolling combat text -

  • Allow “Multi-hit” abilities to show the damage of each individual hit by the side of the large number showing the total.
  • Colour coded condition damage, to be able to easily tell how much specific conditions are doing in a fight.
  • Allow size changing of numbers shown (Both for damage dealt and damage taken)

2) Adjust “Boomerang” skills such as Bladetrail, Path of Scars and Throw Wrench so that if they meet a wall or edge of a cliff like structure they return rather than disappearing into the ether… [Note – Disregard if this will cause issues with enemies that are stood against a wall that would cause these abilities to hit much more than the 2 hits they should do]

3) Auto-deposit collectables option to put any collectables that are looted directly into the bank’s collectable storage (It would also solve the issue with Mini’s due to getting them out of the bank shouldn’t be classed as “Looting” them)

4) Add a small personal bank that is unique to characters that can have Soulbound items deposited into it.

“Pull the trigger, move out ahead,
There’s two kinds of people… The quick and the dead”

Some QoL options and suggestions

in Suggestions

Posted by: Resonance.4216

Resonance.4216

If you can’t tell the difference between your attacks and your bleed/burn/poison damage, then this game is too advanced for your level.

Boomerang skills are meant to provide bonuses to you when they return. Therefore, cast them in a way that doesn’t clip with the environment.


Elementalist of Oceanix [OCX]
http://www.oceanix.com.au

Some QoL options and suggestions

in Suggestions

Posted by: Taril.8619

Taril.8619

If you can’t tell the difference between your attacks and your bleed/burn/poison damage, then this game is too advanced for your level.

I can tell the difference, I’d just like to have it colour coded so that it is easier, especially when you’ve got high Condition Damage and have Burning, Poison and multiple stacks of Bleeds going on multiple targets so all you see is a big clump of numbers overlapping each other.

Boomerang skills are meant to provide bonuses to you when they return. Therefore, cast them in a way that doesn’t clip with the environment.

The thing is, a lot of the time they come into contact with a pebble on the ground or fights take place in completely enclosed areas or on a slight incline and then these skills have their damage reduced by half.

“Pull the trigger, move out ahead,
There’s two kinds of people… The quick and the dead”