I’ve finally gotten into raiding a bit, and I’ve noticed a few issues that are more pronounced here than in any other area.
An issue I noticed is that the aural cue prior to an important enemy attack can be obscured or blocked by other effect sounds. An example of this is the Vale Guardian’s “vacuum” audio effect that accompanies the ground aoe circle prior to porting characters to random points on the field. This sound is very distinctive, similar to the cannon wind-up used by Striders in the Half-Life 2 series.
This aural cue can be muddled, sometimes severely, by friendly effects occurring at the same time.
Audio channels should be divided into two channels: player effects, and environment + enemy effects. It could also be divided into three: player effects, environment effects, and enemy effects. The audio sliders would operate independently of each other, just like all of the other sliders in the sound options area.
Thank you for considering!
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