(edited by Strill.2591)
Anet Needs To Step Up Visual Clarity
I actually thought the encounter was just buggy. Half the time I just walk into the room and immediately die, along with everyone else present.
Maybe they figured, that with all the particle effects, nobody can see wtf is going on anyway so, chalk it up as a loss and move on to some gemstore designs. O.o
Sorry for being sarcastic, but dungeoneers and temple runners etc have been asking for these changes since launch, but instead we get T3 armor in the gemstore.
We’re all at a loss of words tbh. Well, most have plenty of words. They just don’t have anything that hasn’t been stated before dozens of times.
I agree with this 100% though.
The Corruption debuff has always had a visibility issue to some extent, but this patch has made things worse, as the first post indicates.
The Shades apply the debuff from long range now despite not having any kind of projectile/ranged/aoe animation. I know the debuff can also come from attacking them, but I’ve stood in a corner of the room using no skills at all and watched the debuff stacks accumulate on my character despite being far outside of melee range of the Shades.
On top of that, reaching max corruption now instantly Defeats the character rather than Downing them. This makes the fight considerably harder since you have no chance to recover.
If there was a projectile or aoe field or such, then at least players would have a chance to control the accumulation. But as it is now, it ends up feeling like random death.
I completely agree. Things like this need to be a LOT more obvious to the players. I’ve done Grenth dozens of times and still need to ask questions about how it works. And there are many other examples.
There are lots of monsters with incredibly obvious telegraphed attacks using “charging up” animations, and a lot of those attacks do virtually nothing. Meanwhile we have these ninja attacks/effects that one-shot people, and we have no idea that they are coming.
NSP – northernshiverpeaks.org