Maguuma's Land Of Overused Red Circles.

Maguuma's Land Of Overused Red Circles.

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Posted by: Bhunivelze.4893

Bhunivelze.4893

Heyhey fellow players,

Was delighted for the new GW2 Expansion LWS2 but then [ SPOILER CONTENT] got in the game realizing that from almost the very beginning the only thing mobs did was spawning red circles… I cannot phantom how quickly my excitement starting to crumble from my face. Did still like the content though but this detail sure brought down the excitement for me. Stop making every npc spawn red circles… seriously… not to forget about the end battle… which I did on my own.. ( who had the same thoughts about these overused red circles ? )

It felt like this extra content had to be rushed to get finished in time ? How else would every npc spawn circles… I did thought this through considering the theme of wastelands full of possible poisoning effects and such would be eloquent but to a minimum else you feel the npcs doesn’t give you that feeling of a real fight… it’s hard since wherever you put a step you will end up in a circle… why not making the npcs just tough ? with multiply skills instead ?

Just wanted to state this and wondered if other fellow players had the same idea about this.

Just a opinion, no hate…

How raw do you want my rawr to be, you petty bee!

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Posted by: Jaken.6801

Jaken.6801

Yeah, these big yellow new circles are a bit overused at the moment, since they are now implemented everywhere.
As if they have to push them into our face.

I do not want to go to Wildstar here, but it starts to look like it.

Almost every new Champion or extra encounter now does these colorful tells in combination with the normal red rings.

Do not get me wrong. For certain enemies they are great. Big Bad Bossmonsters for example.

However it gets a bit much concerning normal encounters. There needs to be a bit of finetuning i think.

While it allows for more “interesting” attackpaterns, as we see with the Hylek battle in Dry Top, however then it is very intrusive and breaks the immersion, because now you only look for the yellow signs, and nothing more…

I would love for them to cut it back a bit

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Posted by: Galen Grey.4709

Galen Grey.4709

I am not sure what your issue is specifically. Why is enemies making use of AOE attacks (hence the red circles) a problem? Telegraphs are a good thing in my opinion because they make it clear how far you need to move in order to avoid damage. Imagine if in that last fight all you saw were the bombs with no associated telegraph how annoying that fight would have been.

I also not sure how you associate AOE attacks with the content being rushed which btw to me feels very far from rushed with all the dialog they put in there, all the animations and the amount of story the packaged in this one result.

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Posted by: Jaken.6801

Jaken.6801

I am not sure what your issue is specifically. Why is enemies making use of AOE attacks (hence the red circles) a problem? Telegraphs are a good thing in my opinion because they make it clear how far you need to move in order to avoid damage. Imagine if in that last fight all you saw were the bombs with no associated telegraph how annoying that fight would have been.

I also not sure how you associate AOE attacks with the content being rushed which btw to me feels very far from rushed with all the dialog they put in there, all the animations and the amount of story the packaged in this one result.

I think he means that a lot of the dust spinners do red AoE attacks and the fact that we now have several non Mega-Boss enemies using the new yellow AoE attack indicators

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Posted by: Bhunivelze.4893

Bhunivelze.4893

I am not sure what your issue is specifically. Why is enemies making use of AOE attacks (hence the red circles) a problem? Telegraphs are a good thing in my opinion because they make it clear how far you need to move in order to avoid damage. Imagine if in that last fight all you saw were the bombs with no associated telegraph how annoying that fight would have been.

I also not sure how you associate AOE attacks with the content being rushed which btw to me feels very far from rushed with all the dialog they put in there, all the animations and the amount of story the packaged in this one result.

I think he means that a lot of the dust spinners do red AoE attacks and the fact that we now have several non Mega-Boss enemies using the new yellow AoE attack indicators

Yes you’re right !
It’s not the issue of warning us where to step but I think in general they overused it a bit too much in this content to my taste.
I mean it’s now ordinary mobs and bosses which use these wide range area attacks.. you will most likely die before you even got the chance of getting near the mobs… perhaps for a boss that’s okay but for a common mob no.

Thanks for clearing that up for me btw !

How raw do you want my rawr to be, you petty bee!

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Posted by: VodCom.6924

VodCom.6924

I think the way the games teaches us what to dodge is starting to shift :

red circle = hostile aoe (like in pvp) -> won’t kill you but will damage/debuff you
orange discs = avoid at all costs

So expect more of these circles to come. It is a good thing imo : devs are actively trying to discourage brainless auto-attack spamming while standing still.

Known as Reegar Else, Linda Else, Xiana Else and Thorgall Breakstone

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Posted by: HyruleanHyroe.1473

HyruleanHyroe.1473

I agree they could cut back on the super-attacks for regular mobs, but overall I really enjoy large AOE attacks that require a timed dodge to avoid. Makes me feel mighty and skillful when I flip away just in time as 20 players around me are knocked flat on their kitten.

I have a “band”, Beatiatrician: http://youtu.be/zw_Sl-El8_I

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Posted by: Jaken.6801

Jaken.6801

The Hylek fight on the mountain is certainly there to teach and test us.
it ahs several new mechanics not seen in that way before.
Well at least it`s markers, like the arrow pointing up, so we know when to jump.

However they need to cut back a bit. I hope they do not overuse it in the future, because then it goes from brainless autoattacking to brainless dodge the circle (more then before)

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Posted by: pdavis.8031

pdavis.8031

If they are such an issue, you know you can turn them off in the settings right?

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: serapheles.5409

serapheles.5409

While I could stand to see the circles be somewhat more subtle, I have difficulty distinguishing between the thin lines of my aoe circles and enemy aoe circles (and a lot of ground is brown or green, so sometimes the ground, but I’ll consider those player error). So toned down, perhaps, but I do like being able to see where aoe is.

The Random Number Gods are nothing if not predictable.
Crafting is designed for gear accessibility, not profit.

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Posted by: Galen Grey.4709

Galen Grey.4709

I am not sure what your issue is specifically. Why is enemies making use of AOE attacks (hence the red circles) a problem? Telegraphs are a good thing in my opinion because they make it clear how far you need to move in order to avoid damage. Imagine if in that last fight all you saw were the bombs with no associated telegraph how annoying that fight would have been.

I also not sure how you associate AOE attacks with the content being rushed which btw to me feels very far from rushed with all the dialog they put in there, all the animations and the amount of story the packaged in this one result.

I think he means that a lot of the dust spinners do red AoE attacks and the fact that we now have several non Mega-Boss enemies using the new yellow AoE attack indicators

Yes you’re right !
It’s not the issue of warning us where to step but I think in general they overused it a bit too much in this content to my taste.
I mean it’s now ordinary mobs and bosses which use these wide range area attacks.. you will most likely die before you even got the chance of getting near the mobs… perhaps for a boss that’s okay but for a common mob no.

Thanks for clearing that up for me btw !

Plenty of common mobs have been doing AOE damage though. Inquest grenadiers, some bomb dropping bandits, ascalonian mages are some example. I think the attack type should make sense in relation to the mob first and foremost. Obviously someone throwing grenades will always do AOE cause grenades by their very nature are AOE based. The dust mite twister thingies are like a mini tornado which is also AOE based. These beings have 2 attacks one that “uses the force of its winds” that throws you away and one that “because of the rocks spinning at high speed in the twister winds” causes bleeding.

You may disagree and thats fine but personally i dont think it should be the mob tier that indicates what type of attacks they get (melee, ranged or AoE) but rather what makes sense for that specific mob. A twister that does melee damage makes less sense then one that does AOE damage because obvously the winds (which are the primary source of damage) affect an area equally, they done affect just one point infront of them … technically they dont even have a front!

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Posted by: Galen Grey.4709

Galen Grey.4709

While I could stand to see the circles be somewhat more subtle, I have difficulty distinguishing between the thin lines of my aoe circles and enemy aoe circles (and a lot of ground is brown or green, so sometimes the ground, but I’ll consider those player error). So toned down, perhaps, but I do like being able to see where aoe is.

there might be another reason why they made them more contrasty. It could also be to help people who are colour blind to see them. Not saying this is the case only that it is a possiblity