Blinded by the Fight

Blinded by the Fight

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Posted by: Llethander.3972

Llethander.3972

This is regarding the recent attempt at “toning down” some of the flashier skill effects to make the game more readable.

It didn’t work. The issue does not lie with one or two big, flashy spell effects (eg. Orbital Strike) but with the spam of quickly-used skills such as most classes’ weapon skill #1. In many boss fights with “normal” sized enemies it becomes almost impossible to make out the character model of the enemy let alone see its attacks in order to dodge.

Skill fields need to be viewable for finishers but many of the basic skill effects don’t matter to the player from whom it is not originating unless in PvP at which point it helps to be able to see what’kittenting you.

I’ll attach an example screenshot of this.

Unfortunately I don’t know what can be done about this as I don’t know what limitations there are regarding the possibility of a control slider or option to control how many non-field skill effects are displayed, much like character model display, or a culling system that removes unnecessary spell effects from other players while leaving your own visible to keep the “impact” of our own skills in place.

Thoughts?

PS: He’s in there somewhere. Just hard to tell where.

Attachments:

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Posted by: Linken.6345

Linken.6345

Those 60-90 nameplates got nothing to do with it turn down, character model limit and character model quality to lowest and it will help a bunch mate.

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Posted by: Llethander.3972

Llethander.3972

That won’t help with the brightness of spell effects completely washing out the enemies. I’m not having FPS issues, I’m having “I can’t see the horse’s head from its backside due to the bright sheen of spells” issues, much like I have since the original Beta Weekend Events.

(edited by Llethander.3972)

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Posted by: Dante.1763

Dante.1763

Ive always had to wonder why those birds scaled with the enemies size, they get a bit obnoxious…

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: Llethander.3972

Llethander.3972

Ive always had to wonder why those birds scaled with the enemies size, they get a bit obnoxious…

Agreed. They were, at first, really funny when used on Jormag or the Shatterer, that’s for sure. Sadly, the novelty wears off quickly and they become nothing but obstructive annoyance.

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Posted by: Dante.1763

Dante.1763

Ive always had to wonder why those birds scaled with the enemies size, they get a bit obnoxious…

Agreed. They were, at first, really funny when used on Jormag or the Shatterer, that’s for sure. Sadly, the novelty wears off quickly and they become nothing but obstructive annoyance.

Yes they do, and my mother insists on using them all the time on everything when we play together, which isnt often, but urgh

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: Firebaall.5127

Firebaall.5127

Revved up like a deuce
Another runner in the night

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Posted by: Llethander.3972

Llethander.3972

Revved up like a deuce
Another runner in the night

Heheh, well played. I’m horrible at naming threads.

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Posted by: Sariel V.7024

Sariel V.7024

Revved up like a deuce
Another runner in the night

Not sure I can post the lyric I hear ;D

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Posted by: Rhyse.8179

Rhyse.8179

Easy fix, other games do it.

Fade out/transparentize/remove effects that are 1. Not Cast By You; 2. Can’t Hurt You; 3: Can’t Help You.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

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Posted by: Llethander.3972

Llethander.3972

Easy fix, other games do it.

Fade out/transparentize/remove effects that are 1. Not Cast By You; 2. Can’t Hurt You; 3: Can’t Help You.

Agreed. That would, ultimately, be the simplest solution.

A certain level of impact is nice, and to some extent required, for our own skills so that we know they are actually having an effect on the target. We don’t, however, need to be able to see the impact of every single player’s skills on a target (ie. the explosions or flashes caused by skills) unless they, in some way, have a direct effect on us (ie. skill fields).

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Posted by: IndigoSundown.5419

IndigoSundown.5419

While I’d love more visibility, and am sad that the recent changes did not provide this, you might see a bit better if you disabled “Show All Player Names” in options.

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Posted by: Aeolus.3615

Aeolus.3615

Gw2 is mostly played by Skrits, expect more flashy updates to make specimen happier

1st April joke, when gw2 receives a “balance” update.

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Posted by: Kyran Foxfire.4139

Kyran Foxfire.4139

They should just make these fights look like a Looney Toons brawl with a cartoon cloud and random limbs poking out.

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Posted by: fixit.7189

fixit.7189

I always turn off name plates in pve zergs but that does not usually help, the amount of flashing effects totally obscures mobs to the point I have no idea what they even look like. Thank goodness for tab targeting?

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Posted by: Llethander.3972

Llethander.3972

The issue I have with disabling player nameplates is the fact that it makes it more difficult to distinguish between players, clones, and NPCs. I spend a lot of time playing Druid and the lack of an option to toggle on healthbars makes it more difficult to know where I need to position myself to support folks in larger events.

At least with nameplates turned on I can quickly mouse over groups of players to see who is dangerously low on health so that I can reposition, pop CaF, and start popping #3 and #4.

The nameplates aren’t my issue, though. The bright flashing bundle of skill effects obscuring the entire enemy creature is my issue.