We need attack direction indicators
This would make sense too. You’re character would know where the attack is coming from, so why shouldn’t we? Our characters don’t rely on turning around a camera see what’s behind them.
On the other hand, most range attacks have projectiles or giant beams, so you could use that as an indicator too. It’s either realism, or a tiny bit of skill.
Or you could just actually pan around and pay the kitten attention……/
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Helps me spot stealthed thieves a lot.
Nerfentalist of Augury Rock
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Helps me spot stealthed thieves a lot.
[Teef] guild :>
Or you could just actually pan around and pay the kitten attention……/
What you are suggesting makes no sense. Panning the camera around 360 degrees constantly while fighting 1v1, 1v2, 2v2 etc, is not a realistic option.
It is if you think another enemy will come. Just kite and pan around then re-engage again
gw1 – healing signet/frenzy/charge
Oh i have an idea: play a thief – it will teach you really quick to be aware of your surrounding xD
[Teef] guild :>
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Helps me spot stealthed thieves a lot.
So what you actually want is a radar and for thieves to loose their stealth? Or is that thief attacking you and staying stealthed? Sorry mate, but your argument just doesnt make any sense.
If that thief attacks you, he is out of stealth and either he is in melee and you really should see him no matter what… or he is ranged, and then I hear the direction of the bullets or see the direction of the arrows.
GW2 is a third person MMO. Not that I’m against any indicators, but I doubt its very high on anets list, if at all.
Just played a couple of matches just to confirm my first post in this thread. You really need no more attack direction indicator. Either projectiles are glaringly obvious, or, with bullets… sound is. I really have absolutely no trouble spotting players that attack me from range. Be it as add to ongoing fight or ranged first inc.
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Helps me spot stealthed thieves a lot.
So what you actually want is a radar and for thieves to loose their stealth? Or is that thief attacking you and staying stealthed? Sorry mate, but your argument just doesnt make any sense.
If that thief attacks you, he is out of stealth and either he is in melee and you really should see him no matter what… or he is ranged, and then I hear the direction of the bullets or see the direction of the arrows.
I never asked for anything, i was just adding a comment related to the post above me. I was basicaly saying that surround sounds are helpful against stealthed thieves. Surrounding awareness is visual/audio/minimap.
Nerfentalist of Augury Rock
it wont be hard with:
-Allies
-Enemies
-Buffs
-Arrows
?
To me reading the small map is a bit hard ( class icons are way to large tbh ).
https://www.youtube.com/watch?v=WKBKak4gU0g
Is it just me, or does gw2 support pseudo surround sound, making it pretty easy to “hear” the direction of effects?
Helps me spot stealthed thieves a lot.
So what you actually want is a radar and for thieves to loose their stealth? Or is that thief attacking you and staying stealthed? Sorry mate, but your argument just doesnt make any sense.
If that thief attacks you, he is out of stealth and either he is in melee and you really should see him no matter what… or he is ranged, and then I hear the direction of the bullets or see the direction of the arrows.
I never asked for anything, i was just adding a comment related to the post above me. I was basicaly saying that surround sounds are helpful against stealthed thieves. Surrounding awareness is visual/audio/minimap.
My bad then Agree with this.
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
Nerfentalist of Augury Rock
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
I agree.
Nerfentalist of Augury Rock
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
funny enough i still got teammates that stomp clones instead of real one…. it was in diamond lulz
[Teef] guild :>
Sometimes they’re in a hurry and were caught up in the heat of the fight. If they do that in a 1v1……lol.
Sometimes they’re in a hurry and were caught up in the heat of the fight. If they do that in a 1v1……lol.
2v2: me and guard vs mes/necro, i down mesmer, spam interrupts on necro so he can’t rez mes, our guard starts to stomp clone…. mes gets rezzed, i down mes again, guard stomps mesmer clone again… i wish i had recorded it :|
[Teef] guild :>
Rip, should’ve just cleaved them both.
Or you could just actually pan around and pay the kitten attention……/
What you are suggesting makes no sense. Panning the camera around 360 degrees constantly while fighting 1v1, 1v2, 2v2 etc, is not a realistic option.
Considering I do precisely that I’d say it’s quite realistic. Been doing it since my days of playing Aion. You can easily manage 2 spins a second if it’s really chaotic and you really need to see where everyone is at all times. I initially hated the change that made Necro Wells ground targeted by default for this reason until they added snap targeting and you could combine it with instant cast to make it just like it used to be.
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
I agree.
Doesn’t actually matter. The real one always appears second. I didn’t even notice the arrow for the longest time. They’d need to remove the arrow and make the clone appear at the same time as the Mesmer.
To me reading the small map is a bit hard ( class icons are way to large tbh ).
Not indicating mesmer clones would be a HUGE qol improvement. If we know there’s a mesmer, we know there are clones, no need to cluster the minimap anymore.
To add to that, not indicating which is the real mesmer when they use their downed stealth would be an even better QoL fix for mesmer. As it is (and has been), there’s really no point producing a clone since there’s still a big red arrow over the real one.
I agree.
Doesn’t actually matter. The real one always appears second. I didn’t even notice the arrow for the longest time. They’d need to remove the arrow and make the clone appear at the same time as the Mesmer.
Or they could make it random. One time, its the clone that spawns first and, in another instance, the real mes spawns first.