Showing Posts For Jamais vu.5284:

Refer-A-Friend is cool and all but...

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

by that logic, WvW ia broken too.

The similarity ends at the upscaling. I am talking about convenience of accessible mobs, gathered in a single location, an easily resettable instance with likely higher rewards (both EXP and loot) than your random PVE monster or player-kill in WvW.
You do not find anything like that in WvW. And it’s much healthier for the game to have a large subset of low-levels spreading out in WvW and working on a multitude of different objectives, than the same large subset grinding a single dungeon over and over again (and believe be me, it will happen).
This all of course if we don’t have a misunderstanding here and Colin was talking about something entirely different.

Merge the EU/US Servers

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

The region locking encourage players to play with players from their region. But magnifies the WvW Coverage problem by the few servers that attact coverage, will be dominant regardless of skill.

What does “skill” in relation to a (server) community mean? To me, organizational capabilities and communication on such a large scale, putting together dedicated off-peak teams, definitely are “skill” in my book, much more so than individual combat skill and geared up-ness by the players.

I still support region locking for EU servers so that everyone in this region is on a somewhat even footing time-zone wise. If it was done on an IP basis it would deter 98% of “offenders”, and the remaining few working with proxies could be sorted out manually.

Refer-A-Friend is cool and all but...

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

Same goes for the new dungeon

Wait, are we talking about the new, permanent multi-stage dungeon? If so, I don’t think this is a good idea at all. By sheer nature it would be easier to grind levels than in the general world, and also likely more efficient. I do think there is a serious risk that this alone could lead to even more depopulated low- and midlevel maps.

"Underflow" Shards - for Underpopulated Zones

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

This idea is comically counterproductive. Judging by his edit OP (unlike everyone else in this thread) seems to have acknowledged that this would lead to even more deserted zones, because why the hell not switch into the more populated one, right? This suggestion can’t be salvaged, sorry.
The “district” suggestion isn’t wise either since ANet is – successfully I might add – working to foster server communities, which would get completely washed away with anonymous districts.
A possibility how something similar could be implented is with “partner servers”, that share a map if they are underpopulated.

Guarding seriously needs a dedicated long range dps weapon

in Guardian

Posted by: Jamais vu.5284

Jamais vu.5284

This class is supposed to be upfront. It compensates for it’s massive survivability by the need to get in melee range to deal real damage, and to actively protect your teammates via knock backs, pulls, etc. That was the logic behind the short-range Staff autoattack, and Scepter is the exception to the rule, with the slow projective speed evidently more meant for hitting stationary or inanimate targets.
A ranged buff would not only open the floodgates for the calls to Engineer and Thief untraited range increase and completely trivialize melee in the process (why risk to go in close on that huge boss when wanding/shooting it is equally as effective?), but also homogenize class differentiation even more than already the case is.

In some dungeons, you simply have no choice.

Can you name some examples?

"These skills are useless" Thread.

in Guardian

Posted by: Jamais vu.5284

Jamais vu.5284

Shelter really does not need a buff, it’s a perfectly fine skill primarily useful for it’s 2 seconds of blocking on a fairly short cooldown. This profession already has survivability to the max, even more so isn’t productive.

Human Male run animation

in Human

Posted by: Jamais vu.5284

Jamais vu.5284

Indeed. It’s driving me crazy when playing my engineer and is one of the main reasons (together with the lackluster customization options) why I didn’t pick a male as my main character, like in GW1. It feels like I’m steering a go-kart.

Human Female Greatsword Stance

in Human

Posted by: Jamais vu.5284

Jamais vu.5284

The male stance looks more like your archetypical “berserker”; the female more like a thoughtful duelist, akin to the modern depiction of a Samurai. I find the latter more appealing personally. It doesn’t look like it’s too heavy for them at all, besides, actual greatswords were much lighter than pop culture made them out to be.

the "squeek" sound from female humans.

in Audio

Posted by: Jamais vu.5284

Jamais vu.5284

I don’t agree at all. I love it. I just dislike the frequency, tone it (like general combat vocalizations) a little bit down.

Thieves need to speak up - stop the uncalled for nerfs!

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

One of the big paradigm changes between GW1 and GW2 was that the innate passive survivability of classes was to be greatly increased, so that you wouldn’t die to massive degen or crits quite as fast as in the first game.
Abilites that are ably to threeshot (let alone one- or twoshot) other players severely undermine this principle. So I am in favour of a damage nerf to some, particularly dagger specific, skills.
And yes, I am a thief as well. Our class already has a notorious reputation in sPvP for being gimmicky and having an extremely low skill ceiling, is this really what we want?

I feel for you guys

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

Sword skill 2 immobilizes 1sec, giving you plenty of time to land a Pistol Whip stun.
That you apparently didn’t know this speaks volumes about your claim to have examined all weapons/traits.

Stunlocks also have no place in any game searching to be competitive.

Ranger update

in Ranger

Posted by: Jamais vu.5284

Jamais vu.5284

The spirits desperately need to be reworked. I can understand that ANet felt it to be necessary to dumb the pretty unique mechanic of GW1 spirits for GW2 down (spirits applied effects on both friend are foe, and the effects weren’t straight up buffs or debuffs but would entirely change the circumstances of the battlefield), but atleast give them their huge range and unlimited, static effect back to differentiate them from generic effect fields.
The static effect shouldn’t be a regular buff, but instead something that can be exploited and toyed with, like an “on effect, do X”/“whenever Y” mechanic. As for example, and I just conjured that this very second, dodge rolls deal damage, to the enemy if you’re an ally and to yourself if you’re an enemy. Obviously this is an idea more appropriate for PvP, but it’s just to give an idea. “X% chance to” effects are never enjoyable in my opinion, as are, in the case of spirits, plain old bonuses like added burn or added protection. It’s a doubly uninteresting, underwhelming mechanic spirits currently get.

My warrior is way stronger then my ele

in Elementalist

Posted by: Jamais vu.5284

Jamais vu.5284

This is why I’m a huge supporter of keeping the UI and things utterly separate for PvE and PvP. That way any …erm…“balancing” needed for PvP will not effect those same things in PvE and vice versa. PvE players would no longer be forced to deal with “tweaks” made to the classes simply because of PvP issues and the same can be said for PvP’rs if PvE tweaks occur. I -really- wish MMO developers would understand this concept and apply it in their game design from the get go. [Le sigh]

As long as that involves the nerfing of clearly overpowered builds in PvE that are acceptable in PvP, like the entirety of warrior for example, then I’m a-ok with what you said.

I however have the suspicion you meant the opposite, a seperation so that the buffing and buffing of classes in PVE can go on unfettered. Which is horrible for the health of the game.

i stil hope the GW2 team wil give all 3 scholar class in pve more damege and deff
so we can enjoy the world beter with out dieing so much

And I hope your comment isn’t indicative of the demographic ANet listens to when balancing the game.

In the future, please make every dungeon boss like Mad King Thorn

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

I agree. Only thing I disliked – from a “immersion” standpoint – was that he is simply to big. Most of the time you’re only looking at his legs, while it would have been better if he was appropriately sized so that you were able to see his grimace if you stood a few meters from him.

I think ANet needs to tone down the gigantism a bit in general.

Dying over and over

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

i think that some scenarios are specifically set up so that you will go down over and over. there’s 1-2 down hits that you can’t anticipate, or groups of enemies that will down you in several seconds just from their combined basic attacks. then there’s the ones that knock you down before you even get up from the first one. then there’s the fact that in many cases stun breakers don’t even work in dungeons.

If this is happening, and you just stood there taking the hits, why apparently didn’t your teammates rush to revive you?

and honestly saying you didn’t die in CM and it’s easy because you effectively bypassed all the hard enemies is a little rich.

http://en.wikipedia.org/wiki/Argument_from_ignorance#Argument_from_incredulity.2FLack_of_imagination

Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

About enrage timers: This could be easily solved with the bosses having self-heal abilities, some interruptable others not or less so.

Also your remark about GW1 players was entirely uncalled for. I don’t see why you felt to include it.

@Kierlak.5209
MMO are the perfect outlet in gaming for a wide variety of challenging content, due to its nature of being open-world, rather than linear like a regular single-player game, and level based (if a particular encounter is too hard for you from a player skill perspective, you can try again later with better stats to alleviate this).

Dyeable undergarments / underwear / hair gear?

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

+1.
Message Body length must at least be 15.

Disable the colored outline of a selected character

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

Add an option to disable the glaring colored outline of a character model that’s currently your selection. Hiding the ring under their feet would be neat too. That is all.
It’s the little things like this that make a MMO feel more like the classical WoW clone of last decade, or like the more progressive, action based games of today like Vindictus (even though that game is more of a CORPG itself).

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

The reason behind literally every single person whining (it’s not legitimate criticism really, it’s akin to complaining about the difficulty of Tetris’ later stages) in this thread comes down to not having the experience yet to master the dungeon in question, and consequently not exhibit the will to try again. You often die the first two or three runs? That’s part of the learning process. Take from it and try again. Think outside the box of your regular PVE modus operandi.

I hope ANet realizes they are dealing with one very vocal minority here. To name an anecdotal example of the silent majority, my guild of mostly casual players, who don’t even use voice chat or strategize before entering a dungeon, are having no problems whatsoever with any of the dungeon paths. I don’t recall the need to quit due to difficulty mid-way on a first run, even. In my opinion, dungeons need a boost in difficulty, at least those that will get added later on.

Mad King Clock Tower Needs to be tweaked!

in Halloween Event

Posted by: Jamais vu.5284

Jamais vu.5284

Never add difficult content that to complete actually feels like an achievement again ANet.

That was satire.

Show top 3 event contributors.

in Dynamic Events

Posted by: Jamais vu.5284

Jamais vu.5284

Heh, the thread is legitimately funny. The posters here obviously missed years upon years of interviews concerning ANets design philosophy regarding Dynamic Events, and that they want to avoid competition in them at all cost, for a plethora of reasons.

Please go back to old crafting UI

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

They effectively downgraded the interface to “Craft 1” or “Craft all”.
Change it back ASAP.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

I’m glad you aren’t in charge of GW or any other fantasy media I consume then, Terazeal.

"Rescuing a village that will stay rescued"

in Dynamic Events

Posted by: Jamais vu.5284

Jamais vu.5284

The first I agree. It’s a load of horse dung.
However, if you thought the second and third bolded parts imply you’re actions will forever have consequences, that’s just silly. They do stay permanent. Just until you win an event to take it back. Theoretically, if you were completely alone on a server and centaurs took Nebo Terrace, and you didn’t intervene, it would probably stay that way forever. So yes, it’s true.

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: Jamais vu.5284

Jamais vu.5284

There are currently a metric ton of escort/protection (of NPCs) events, and invariably they end up playing the same as classical “waves” events. You AoE mobs to death. They are by far the easiest event type that currently exist in the game.
A good way to differentiate those events from the waves type – in high-end areas – and to make them more exhilarating in general would be to let the failure condition be the death of the NPC once or a set amount of times (preferably once).
This way players would require to expend their attention and resources not only on high damage numbers, but also on defensive abilities, crowd control, using the terrain, etc. to keep the NPC alive.
I’m not sure why Anet is, apparently, so adverse to let the players experience failure in DEs. Unlike GW1, where letting Togo and his pals die meant your last half hour went to waste, you still get rewards, and possibly a whole new branch of an event chain. It’s really not a “failure” at all.

(edited by Jamais vu.5284)

i figured it out

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

Can you elaborate how the bullet points you listed lead to a poorer experience?

medium armor sub par

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

Medium doesn’t offer as much variety as the other categories, I agree. It’s mostly unflattering leather coats, which gets tiring after a while.
There already were some threads about this however.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

I pretty much exclude the possibility of us not ever seeing Canthan-themed content again. Completely. I don’t know if it will be a full-fledged continent like in Factions, but surely we will revisit a few areas.
But I doubt ArenaNet is even in the planning stages for Canthan content. There is still a lot of terra incognita on the current world map that desperately needs some love, especially Maguuma.
That being said, having first experienced Elona and Cantha in GW1, and only then the Tyrian continent, I just feel no connection to the current GW2, not until one of those two regions is added. It doesn’t feel “Guild Wars” to me, which isn’t bad per se, I can handle change, but those two continents felt extremely unique and appealing to me in a fantasy-genre context. I felt at home in them. Made lots of great memories there.

HoD - Petition to ANET - Move them to T3

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

And give a precedence for endless cries on this forum for manual ranking adjustments? This won’t happen, sorry.

22 Chests opened, nothing unique

in Halloween Event

Posted by: Jamais vu.5284

Jamais vu.5284

You all had two months to notice that Black Lion Chests are a gamble if you ever saw one. Don’t drop 50 dollars on them if you feel unsure about gambling. I swear people in this thread don’t understand probability. I guess there exists a Darwin in economics as well.
But yeah, keep the tears and the hyperbole coming, it’s entertaining. (for the record, I’m not criticising the critique of the drop rate per se, but the form in which it is uttered here. Although I’m glad the fugly vanity skins are rare)

Is player privacy not an issue to ANet? (invisible mode, cross-guild privacy, friend consent)

in Bugs: Game, Forum, Website

Posted by: Jamais vu.5284

Jamais vu.5284

Can’t agree more, especially on point 3.

@Alverad
Your first paragraph is simply … well, let’s just say your whole comment contains only one thoughtful, valid statement.

If you are flagged as not representing my guild at a particular time, I assume you are having fun elsewhere and simply take that into consideration when planning. If you are constantly flagged as representing some other group, you’re obviously enjoying whatever they may be doing more, great for you, we move on

This could be achieved completely without the instant, persistent notification of you not representing a guild currently. For example, the percentage (or flat value) of your time you represented the guild, updated weekly.
As it is now by many guilds (that aren’t just a amorphous pool of randomly recruited players) you are nagged at, threatened and even kicked if you stop representing them for a few days or even hours, despite your general commitment to the guild.

Please Help Me Understand....

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

You’re basically saying, why is Toyota still building new cars when they have to recall an already released lineup yet again? Actually, that’d be a less inane suggestive question, because there it’s at least both in engineering, whereas with a game there is almost no overlap. Content designers, artists, etc. are not programmers specialized in debugging and vice versa.

@Mekboss
If you take criticizing faulty logic as “defending bugged content” then it’s your own warped perception at work here.

(edited by Jamais vu.5284)

Stop TP flipping by applying a selling cooldown

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

If you want a market simulation game you should probably go find one that isn’t in an MMO.

People flipping don’t do it primarily for enjoyment but because they find it a much more agreeable way to make gold in this game than grind, and grind some more.

.... of Grawl Slaying, really? Here's a better idea.

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

ArenaNet seems to have learned nothing from GW1. No one uses weapons with +X% damage against [Monster type], unless maybe it’s one particularly prevalent monster type in a particularly “hardcore” endgame zone. Which of course most ‘slaying’ sigils aren’t meant for. Weapons upgraded with those are way to situational, take up way too much space in your inventory, and if you are hoping to gear up in a certain skin/stat you are out of luck because you’d have to purchase and drag with you half a dozen copies of that skin/stat.
We already had that in GW1 and it didn’t work, except possibly for farmers. However, alongside that there also was a system of damage types. I.e. fire damage worked better on Ice Elementals, piercing damage was less effective against skeletal enemies, etc. Basically, look it up here if you don’t know about it.
http://wiki.guildwars.com/wiki/Damage_type
Now, I’m not saying this system should be transferred 1:1 to GW2. But I can imagine, a marriage between the two. For example, a “Holy/Light” sigil that works against Undead, Ghosts, Demons, and other less-obvious enemy types. Or a sigil “of the burning Heart” that is more effective against Svanir, Ice Elementals, alpine creatures and amphibians. Overlap would be possible as well, such that a “Judgement” sigil could apply to Ghosts, Renegades, and Outlaws equally. (Of course this would also mean that the dungeon-specific sigils would have to be revisited.)
Something like that. Essentially a slaying upgrade that works on foes found throughout the whole world equally well, not only on a certain enemy faction whole but also singular subtypes which are dictated by common sense.
Avoid that it becomes a prerequisite, but make it much more exciting to actually use such an upgrade, both for the damage-increasing aspect and for the “thrill” of discovering that your weapon is especially effective on that random mob.

Edit: I said “equally well”, but for balance purposes it could even be implemented with variable damage boni for each enemy type it works on.

(edited by Jamais vu.5284)

Were people suprise that many GW2 players are complaining about PVE Endgame?

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

@Zenyatoo
The “everything is endgame” saying has more to do that the levelling process is endgame, as well, not that you’re supposed to hang out in centaur areas you’ve already finished. Which is of course possible and even encouraged as well, but I think ANet realises that there is no long-term draw there.

For the rest of your post, you’re basically saying nothing. Or that the sky is blue. No game has infinite content. Level an alt. Close the client. Wait for content updates.

Network Lag [Merged]

in Account & Technical Support

Posted by: Jamais vu.5284

Jamais vu.5284

It’s not a problem on Swisscom’s side, at least not directly. The connectivity issue only presents itself in this game, at certain times of the day. It seems more like some IPs are being blocked or choked at some point between Switzerland and Frankfurt.

Kill/Death ratio

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

I am referring to the previewed picture of the new PvP interface coming in a week.

Did Arenanet ever come the thought that the inclusion of this cute, little, pointless stat could and most likely will have vast consequences on player behavior, leading to a generally poorer experience especially in the random format? Here is something that is not only completely not covered, but also directly detrimental to it: risk taking and focus on defense (as in, defending/holding points/lords and beating attackers back or delaying them instead of outright hunting them down. Even if “kill points” would be awarded to multiple players, deterring isn’t about doing enough damage to tag only. It’s also about positioning, bunkering, control, mind games, etc.); it could and will ruin your ratio. Trying to test a new strategy or build? Risk a huge hit on your stat.

As long as the main format of this game is anything but skirmish I see no place for such a statistic.

(edited by Jamais vu.5284)

Feedback from a noob.

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

I don’t think D/D was ever meant to be about “in your face” burst damage, except heatseeker. It’s already the melee condition build. Even with Death Blossom doing somewhat large damage, it’s easily avoided and fairly slow.

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Jamais vu.5284

Jamais vu.5284

Gallian, I don’t think OP implied this to be applied retroactively to most existing DEs, but more in future content. One area that would however definitely benefit from this being included retroactively is Orr, being currently the only endgame area (together with Frostgorge) and generally having a large focus on DEs.

Network Lag [Merged]

in Account & Technical Support

Posted by: Jamais vu.5284

Jamais vu.5284

Switzerland, Drakkar Lake. I just started a story quest right now and it is literally unplayable with at times several minutes ping, which strengthens my claim that, atleast in my case, it only happens in instances (i.e. dungeons are affected as well) at prime time. General PVE maps aren’t affected.

Make All Pets Immune To A.O.E Please

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

lmao then erm… i dnno… change tactic perhaps? you cant just do the same thing in every situation and hope for the love of god it works… you need to adapt and change ur build for every situation… if you only have AOE then you sir fail….

If you don’t F3 or switch your pet when you see a big AOE then you sir fail.

American players in EU servers in WvW

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I don’t like to resort to hyperbole, but if ANet doesn’t do anything about it WvW will be dead for Europeans within a year.
This isn’t about night capping. It’s about day capping (for them) by people from a vastly different time zone concentrating on select few servers. If they were at least spread out on all servers somewhat equally and they would duke it out between themselves when most Europeans are sleeping.

Also there aren’t really official US servers – they are more intended to be international, because ANet fully realizes the large playerbase they have in Asia and Oz, while the EU ones are supposed to be dedicated to the European continent. Alas, that is not happening.

(edited by Jamais vu.5284)

"You were killed by...." feature in PvE as well.

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

Use the opportunity to make that window in PvP optional. I can’t stand clicking it away each time.

Repair your Armor in WvW Really ?!

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I wish CCs were more active at closing and merging threads with the same tired topic for the millionth time.

Balancing PvP vs PvE vs Fun vs Bots

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

Nurvus, I completely agree.
The sparring NPCs in the Heart of the Mists further prove that the AI is there (except maybe kiting), most monsters in PVE are simply – intentionally or not – extremely lazily designed, with the mindset of a classical MMORPG behind.

I think you should reopen this thread, which unlike most suggestions here invites discussion, in the General section, because I get the impression ANet seldom actually considers the suggestions here, and it’s more of a designated landfill for the “we need mounts” garbage.

Theres something missing in Guildwars2

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

Sad thing companies don’t have infinite resources to work with it, huh?

Disapointed in dungeons

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

I expected dungeon explorables to require more teamwork to survive or optimize your damage potential as well … and enemies to show some teamwork too. GW1 delivered a perfectly reasonable precedence for the latter.

TA needs a bit of a nerf

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

Disregarding for the sake of the argument that I personally didn’t need anywhere near 2 hours on my first explorable runs, and I am sure many others as well: What is so bad about it on the first few runs? Yeah, maybe you wipe a few times, so, maybe time to revise that strategy/coordination you had (or more likely had not)? How about honing your skills? Dungeons like this are a perfect opportunity, since general PVE really offers no challenge. This were general statements, not confrontational ones directed at OP himself btw. (This is a downside of the English language.)
The blossoms are one of my favourite parts of the dungeon, not least because they are a completely unique environmental mechanic in the game.
And as the OP already acknowledged, if you’re practiced it’s really no big feat to do a path in less than an hour. So where is the problem?

I agree with the waypoint issue however.

HOTW is boring

in Fractals, Dungeons & Raids

Posted by: Jamais vu.5284

Jamais vu.5284

Path two and three are by far the most boring exp paths I have yet played, I have to concur. Very few silver mobs are threatening, the bosses have too much HP while not offering real resistance, and the underwater stretches are even more of a tedium than in the overworld. There could have done much with the iceberg setting, like jumping between moving ice floes, snowstorms that restrict visibility, instable terrain, etc.

Well, I’m hoping for a dungeon like that in the Far Shiverpeaks.

Too many visual effects ?

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

Yes, in fact I already made a thread about it. This is one of my top issues I have with the game.
It’s utterly ironic how ANet has before release stated to commit itself to a clear, visual combat where you don’t have to watch your UI to see what’s going on. Then why do I only see flare vomit on my screen when I’m playing melee?