The invisible killer>>>>>>skill visuals.

The invisible killer>>>>>>skill visuals.

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Posted by: Bishop.7140

Bishop.7140

How can you dodge when your targeted enemy is in a ball of fire and animation effects?

I died too many times and took too many hits from a target that I could not possible identify due to all the skill visual effects.

Are there any ways for me to completely get rid of the skill visuals? That way the next time I fight Mossman or something human sized, it won’t be just a guessing game.

I’m looking at you guardian, you and you pooping torch and burn effects.

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Posted by: Absolute Ze Woah.1074

Absolute Ze Woah.1074

I agree. Sometimes it’s ridiculously hard to find my mouse when there’s flashing lights everywhere. I didn’t really notice it before till I started doing fractals, but it’s hard to time dodges when I can’t even see the npc’s movement fast the visual effects.

The invisible killer>>>>>>skill visuals.

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Posted by: Nomad.4301

Nomad.4301

You can’t completely disable the skill effects visuals but you can tone them down considerably (especially AoE circles) by enabling the Effect LOD tick box at the bottom the graphics options.

This should also greatly improve FPS in large zerg fights, keep in mind this basically turns off the visuals of other players AoE circles (making them appear as just red/white circles) when there’s a lot of people in the area making it harder to tell what kind of fields your standing in, it also turns off any legendary auras you might have active while near a zerg.

(edited by Nomad.4301)

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Posted by: Knighthonor.4061

Knighthonor.4061

I really would like a way to turn off the mouse pointer from disappearing when clicking. That can help a bit. Also maybe to prevent the mouse from running off the screen.

Also a way to make the mouse pointer different colors and bigger would help me out.

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Posted by: Muusic.2967

Muusic.2967

Also a way to make the mouse pointer different colors and bigger would help me out.

^^^^This times 100 ^^^^

It would be a dream come true to let us resize or color the cursor, i have a severe vision problem when it comes to small objects in a maze of moving graphics and the Shiverpeaks snowstorms are something that I avoid like the plague

Be who you are and say what you feel for those who mind dont matter and those who matter dont mind
~Dr. Seuss

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Posted by: IndigoSundown.5419

IndigoSundown.5419

A particle effects slider is way overdue. Seeing the art would be nice. It’s a pity that whenever there’s more than 1 or 2 players, all you can see is this.

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Posted by: theguildless.1386

theguildless.1386

Seeing some old beta footage lately, I wish they would reintroduce the big prominent red outline on your targeted enemy which, of course, would have priority on skill effects. At least you could see how your target is moving.

Always question your assumptions.
Tarnished Coast

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Posted by: SaintSnow.6593

SaintSnow.6593

From a pvp perspective this has always been annoying. A method I used was to tone down the bloom effects through turning off post processing. This is what gives all your skills and areas that blaring light that can really cover up crucial skill animations that signal a skill you should dodge. In extremely large scale fights such as in open world or wvw there will still be an excessive amount of visuals but at least it wont be so over the top blinding as well.

Säïnt

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Posted by: starlinvf.1358

starlinvf.1358

A particle effects slider is way overdue. Seeing the art would be nice. It’s a pity that whenever there’s more than 1 or 2 players, all you can see is this.

The problem isn’t so much a lack of slider, as an complete over use of visually overwhelming particles for pretty much ALL attacks. Its worse on big bosses, because the effect’s visuals will scale to the size of the model their triggered on.

It would really help if they rethought the entire visual style for attacks, so the bigger/heavier attacks can project more appropriately, and cut down the clutter from smaller/frequent attacks.

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Posted by: Tyr.6097

Tyr.6097

I would like to see some changes in combat visuals regarding boss mechanics. Often you see the red circle, but you will get damage even if you aren’t standing in them. Or the wave from tequatl encounter, you get knocked back before the wave hits your toon.

Tyrs Klinge ~Thief~

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Posted by: Carighan.6758

Carighan.6758

I would love to see a stricter cap in visuals.

Show mine. If there are 5 or less attacking that enemy, show faded out versions of party visuals (party only, not randoms). Show 2 other players with slightly faded visuals, only if the above isn’t applied. That’s it.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Drow.2081

Drow.2081

Can I add also that I would like to be able to shut off/on weather effects in options. Snow and rain lag. Glowing portals also lag; esp when they are close together.

I also post on guildwars2guru.

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Posted by: aspirine.6852

aspirine.6852

I agree. Sometimes it’s ridiculously hard to find my mouse when there’s flashing lights everywhere. I didn’t really notice it before till I started doing fractals, but it’s hard to time dodges when I can’t even see the npc’s movement fast the visual effects.

Try yolomouse. Saved me quite some times.

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Posted by: Manu.6078

Manu.6078

I agree. Sometimes it’s ridiculously hard to find my mouse when there’s flashing lights everywhere. I didn’t really notice it before till I started doing fractals, but it’s hard to time dodges when I can’t even see the npc’s movement fast the visual effects.

Try yolomouse. Saved me quite some times.

Yolomouse – good but Not 100% reliable
We were promised these issues will be solved, sometime…
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Color-Blind-Mode-merged/page/2#post5271165

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Posted by: IndigoSundown.5419

IndigoSundown.5419

A particle effects slider is way overdue. Seeing the art would be nice. It’s a pity that whenever there’s more than 1 or 2 players, all you can see is this.

The problem isn’t so much a lack of slider, as an complete over use of visually overwhelming particles for pretty much ALL attacks. Its worse on big bosses, because the effect’s visuals will scale to the size of the model their triggered on.

It would really help if they rethought the entire visual style for attacks, so the bigger/heavier attacks can project more appropriately, and cut down the clutter from smaller/frequent attacks.

I ask for a slider because it is under the control of the player. While cutting down on the overall effects might help resolve the issue, faik there may be some people that like to see effects each time they attack. I’m pretty sure that ANet brain trust is among them. Player control of how much that player does and doesn’t see allows anyone who likes to see the full effects (for instance, while soloing) to also get what they want.

However, if your suggestion is something ANet is capable of and willing to do, anything would help. Personally, though, I’d like to be able to reduce all effects by 95%. That way, I might be more inclined to at least once in a while go back into the herd stuff that GW2 seems destined to feature.

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Posted by: Bishop.7140

Bishop.7140

According to your, it seems like at this stage of this game, it is way to late to change anything to the skill visuals, because it takes too much effort to redo all the effects and add options. I believe Anet is way too busy to worry about us not able to see shiet.

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Posted by: Orangensaft.7139

Orangensaft.7139

guardian burn is the most horrible animation when it comes to hiding enemy animations…

i wish there was an option to turn guardian burn animations down

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