It bothers me that there's no counter for the stacks anymore. With my internet and computer I know my light attacks don't always register in game. Now without the stack counter it makes the skill feel really unreliable. But I do like it when it eventually procs, so I got that goin for me which is nice.
Araneae6537 wrote: »Araneae6537 wrote: »For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are unsheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
My weapons didn’t have constant red blobs around them before just from having a skill slotted and having it on whenever weapons are unsheathed would be as bad for me as it obliterates the weapon style I paid for. If a skill requires being cast to make an effect, that’s not the same thing at all. I don’t see any point in the current effect since it doesn’t mean anything, but I’m all for ZOS making such weapon effects/styles available to those who like the look.
Were you not already "obliterating" the weapon style you paid for before, whenever you would activate the skill, which should have been there whenever your weapons are unsheathed?
Previously, at what point would you unsheathe your weapons, yet decide not to have the skill activated? Because having your weapons unsheathed typically means your fighting, which again, considering the historical importance of the skill, should've always been active at all times during combat anyways.
If this is about RPing and wanting to take a picture of your NB with weapons out but you don't like the glow...just unslot it, take the picture, then put it back on whenever you're going to start content where you'd want to use the skill.
Complaining about having passive glow while your weapons are sheathed in a city is one thing, but asking for the glow to be removed for most of combat (the 5 stacks example) is a far more intrusive change considering how the skill has previously visually functioned compared to the new passive glow, especially since you have the choice to just unslot the skill whenever you're not expecting combat.
If an effect is only effective upon activating the skill, then I can have it there in case I need it but that doesn’t mean I use it the moment I unsheathe my weapons. Maybe you might more often in PvP? Idk, I never played NB much in PvP, but I only used the Grim Focus in boss fights. But I’d rather have it there for when I need it rather than have to stop and slot it just to not have this constant effect.
I’m all for people having options and ZOS should give everyone regardless of class the option to have glowing weapons of whatever color. I don’t like it. I tried to ignore it but it just looks too awful IMHO. I’m glad you like it, or notice no difference, or whatever, but I chose nightblade to have fewer effects in my face and I simply want the skills to visually work as they did before.
So in a way you've already been playing un-optimally if you haven't been activating the skill against non-boss NPCs because you're missing out on the passive weapon/spell damage bonus per stack. Personally I really don't think going out of your way to play un-optimally is a good enough reason to change the skill to only glow at max stacks like others have suggested here.
While I'm definitely all for having more options available for visual choice, unfortunately the only realistic compromise I can see them even do at this point is to disable the glow when your weapons are sheathed, other than reverting the change and making it an activated skill again. If they change it to glow at max stacks only, people absolutely will be upset and complain about it; just look at the agrees and awesome's on the threads second post on the first page. Its nowhere near as one sided as some people have been claiming here.
Araneae6537 wrote: »Araneae6537 wrote: »Araneae6537 wrote: »For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are unsheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
My weapons didn’t have constant red blobs around them before just from having a skill slotted and having it on whenever weapons are unsheathed would be as bad for me as it obliterates the weapon style I paid for. If a skill requires being cast to make an effect, that’s not the same thing at all. I don’t see any point in the current effect since it doesn’t mean anything, but I’m all for ZOS making such weapon effects/styles available to those who like the look.
Were you not already "obliterating" the weapon style you paid for before, whenever you would activate the skill, which should have been there whenever your weapons are unsheathed?
Previously, at what point would you unsheathe your weapons, yet decide not to have the skill activated? Because having your weapons unsheathed typically means your fighting, which again, considering the historical importance of the skill, should've always been active at all times during combat anyways.
If this is about RPing and wanting to take a picture of your NB with weapons out but you don't like the glow...just unslot it, take the picture, then put it back on whenever you're going to start content where you'd want to use the skill.
Complaining about having passive glow while your weapons are sheathed in a city is one thing, but asking for the glow to be removed for most of combat (the 5 stacks example) is a far more intrusive change considering how the skill has previously visually functioned compared to the new passive glow, especially since you have the choice to just unslot the skill whenever you're not expecting combat.
If an effect is only effective upon activating the skill, then I can have it there in case I need it but that doesn’t mean I use it the moment I unsheathe my weapons. Maybe you might more often in PvP? Idk, I never played NB much in PvP, but I only used the Grim Focus in boss fights. But I’d rather have it there for when I need it rather than have to stop and slot it just to not have this constant effect.
I’m all for people having options and ZOS should give everyone regardless of class the option to have glowing weapons of whatever color. I don’t like it. I tried to ignore it but it just looks too awful IMHO. I’m glad you like it, or notice no difference, or whatever, but I chose nightblade to have fewer effects in my face and I simply want the skills to visually work as they did before.
So in a way you've already been playing un-optimally if you haven't been activating the skill against non-boss NPCs because you're missing out on the passive weapon/spell damage bonus per stack. Personally I really don't think going out of your way to play un-optimally is a good enough reason to change the skill to only glow at max stacks like others have suggested here.
While I'm definitely all for having more options available for visual choice, unfortunately the only realistic compromise I can see them even do at this point is to disable the glow when your weapons are sheathed, other than reverting the change and making it an activated skill again. If they change it to glow at max stacks only, people absolutely will be upset and complain about it; just look at the agrees and awesome's on the threads second post on the first page. Its nowhere near as one sided as some people have been claiming here.
I wouldn’t call not casting Grim Focus before dispatching some mob that’s going down in a few hits anyway as going out of my way to play “un-optimally” but okay.
I never claimed the argument was one sided and have tried to understand why people like it and what would be optimal for everyone, so that’s a straw-man argument.
No one needs an in-your-face effect to tell you that you have a skill slotted, that’s just dumb. Now people have said that they like the glow because it fits their theme for the character and if you can get an effect that you like for free, that surely beats a Crown weapon style. That is understandable and I would really like to see ZOS fix Grim Focus and then add an optional glow channel for weapon dyes or make some weapon styles freely available.
For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are sheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
Edit: Meant to say sheathed.
NoticeMeArkay wrote: »It seems like most people who appeared to be pro-glow, forget to leave any arguments explaining why.
If I overlooked any, please let me know.
Tyrant_Tim wrote: »
I mentioned it earlier in the thread, and I’m sure most people who like the effect, agree to this reason…
I like that the glow is a quasi-arms pack.
Imagine this… so you just bought the new Maarselok arms pack, now what if you could take off that effect native to those weapons and put it on EVERY existing motif in the game?
That is what the new Grim Focus visual is, a Nightblade themed (red Nightblade color found on other skills) arms pack for every weapon, no matter what motif or style the weapon is.
katanagirl1 wrote: »For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are sheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
Edit: Meant to say sheathed.
The first statement is not true for me.
I only saw the glow when I had 5 stacks and the skill was ready to fire.
Tyrant_Tim wrote: »NoticeMeArkay wrote: »It seems like most people who appeared to be pro-glow, forget to leave any arguments explaining why.
If I overlooked any, please let me know.
I mentioned it earlier in the thread, and I’m sure most people who like the effect, agree to this reason…
I like that the glow is a quasi-arms pack.
Imagine this… so you just bought the new Maarselok arms pack, now what if you could take off that effect native to those weapons and put it on EVERY existing motif in the game?
That is what the new Grim Focus visual is, a Nightblade themed (red Nightblade color found on other skills) arms pack for every weapon, no matter what motif or style the weapon is.
katanagirl1 wrote: »For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are sheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
Edit: Meant to say sheathed.
The first statement is not true for me.
I only saw the glow when I had 5 stacks and the skill was ready to fire.
katanagirl1 wrote: »For all the "make it glow at 5 stacks only" comments. It hasn't worked that way before. And no one has complained about it previously. The glow was already there regardless of how many stacks, and you should've always seen the glow at all times whenever you're expecting or in combat anyways; considering how important the skill is.
It would be a lot more reasonable to advocate for removing the glow when weapons are sheathed, similar to how enchants and arms pack visuals work, instead of using the new passive glow as a pretext to completely change the way the glow effect works simply because you personally don't like it.
Also, I wouldn't try to use the "majority" argument considering it has been mostly the same posters sticking around continuously making new posts to keep the thread going.
Edit: Meant to say sheathed.
The first statement is not true for me.
I only saw the glow when I had 5 stacks and the skill was ready to fire.
That's odd, because it was true for me. I remember before when it was an activated skill, I would cast it, which would put the red glow on my weapons (regardless of stacks),
aspergalas4 wrote: »[Snip]
Just wanted to follow up here. Thanks for the feedback so far. The Grim Focus glow is working as intended currently. However, we are monitoring player feedback on this. In feedback, please make sure to note why you like or dislike the glow, as we have seen player feedback regarding both.
NoticeMeArkay wrote: »
Rather interesting considering that crux were originally a perma-effect, but enough people complained about it that they made it disappear after 30 seconds. And yet, the Grim Focus glow has always been temporary, and they made it permanent.
Does anyone know why?
Tyrant_Tim wrote: »NoticeMeArkay wrote: »It seems like most people who appeared to be pro-glow, forget to leave any arguments explaining why.
If I overlooked any, please let me know.
I mentioned it earlier in the thread, and I’m sure most people who like the effect, agree to this reason…
I like that the glow is a quasi-arms pack.
Imagine this… so you just bought the new Maarselok arms pack, now what if you could take off that effect native to those weapons and put it on EVERY existing motif in the game?
That is what the new Grim Focus visual is, a Nightblade themed (red Nightblade color found on other skills) arms pack for every weapon, no matter what motif or style the weapon is.
NoticeMeArkay wrote: »Wild guess? They didn't make it permanent, they found it to be permanent after they changed the ability from "Requires manual activation" to "permanently active", like a sort of hard code error they couldn't get rid of in time and just fed to the live servers.
LukosCreyden wrote: »Ok. If the glow is intentional, why does my stam sorc not have the glow from bound armaments? You know the one, the wispy purple aura you used to get when activating the skill. Why do NB's get a red glow always on, but we can't have our purple aura? If both classes had this aesthetic permanently active when the skill is slotted, I'd be more inclined to agree that the change is intentional.
As for the arms pack thing. I do not main NB, in fact, I barely play it nowadays. However, I do own some arms packs. If NB was my baby, my main class, I would be upset that the glow permanently overwrites the glow of my weapon, or muddles it, whilst giving my character a red light that forever follows them. Unslotting the skill is not an option, as the skill is mandatory for NB if you care about doing damage. Unslotting the skill outside of combat is cumbersome and a poor fix, especially on console. As such, I agree with the idea that the glow should appear- and remain- when you have gained five stacks. It serves more of a useful gameplay purpose this way, and allows people to run around with the red glow if they wish.
There are three options available that I can see.
1. Revert the skill completely. This is a bad idea.
2. Keep the glow permanent. This has proven to be very unpopular amongst a lot of people on the forums and in -game.
3. Have the glow appear and remain as long as you have five stacks. This serves an actual gameplay purpose and also serves as a compromise between those who like the glow, and those who do not.
aspergalas4 wrote: »The community has had to brainstorm and develop the fix amongst themselves because of the reluctance to address this BUG. It's just down to the devs to implement said BUG FIX from the feedback given.
aspergalas4 wrote: »aspergalas4 wrote: »The community has had to brainstorm and develop the fix amongst themselves because of the reluctance to address this BUG. It's just down to the devs to implement said BUG FIX from the feedback given.
Except they don't consider it a bug. @ZOS_Kevin stated that Grim Focus was "working as intended."
[Snip]
Just wanted to follow up here. Thanks for the feedback so far. The Grim Focus glow is working as intended currently. However, we are monitoring player feedback on this. In feedback, please make sure to note why you like or dislike the glow, as we have seen player feedback regarding both.
Personally, I'd rather have the visuals as they were before the combat change. But ZOS likes it the way it is. We can keep debating it until we are blue in the face, but that won't change how they feel about their skill.
aspergalas4 wrote: »aspergalas4 wrote: »aspergalas4 wrote: »The community has had to brainstorm and develop the fix amongst themselves because of the reluctance to address this BUG. It's just down to the devs to implement said BUG FIX from the feedback given.
Except they don't consider it a bug. @ZOS_Kevin stated that Grim Focus was "working as intended."
[Snip]
I've read every post in this thread. What am I missing? Can you show me where anyone from ZOS has said that there is any bug associated with the skill visuals?
A direct quote, emphasis mine:Just wanted to follow up here. Thanks for the feedback so far. The Grim Focus glow is working as intended currently. However, we are monitoring player feedback on this. In feedback, please make sure to note why you like or dislike the glow, as we have seen player feedback regarding both.
Personally, I'd rather have the visuals as they were before the combat change. But ZOS likes it the way it is. We can keep debating it until we are blue in the face, but that won't change how they feel about their skill.
[Snip]
aspergalas4 wrote: »aspergalas4 wrote: »aspergalas4 wrote: »The community has had to brainstorm and develop the fix amongst themselves because of the reluctance to address this BUG. It's just down to the devs to implement said BUG FIX from the feedback given.
Except they don't consider it a bug. @ZOS_Kevin stated that Grim Focus was "working as intended."
[Snip]
I've read every post in this thread. What am I missing? Can you show me where anyone from ZOS has said that there is any bug associated with the skill visuals?
A direct quote, emphasis mine:Just wanted to follow up here. Thanks for the feedback so far. The Grim Focus glow is working as intended currently. However, we are monitoring player feedback on this. In feedback, please make sure to note why you like or dislike the glow, as we have seen player feedback regarding both.
Personally, I'd rather have the visuals as they were before the combat change. But ZOS likes it the way it is. We can keep debating it until we are blue in the face, but that won't change how they feel about their skill.
[Snip]
aspergalas4 wrote: »aspergalas4 wrote: »aspergalas4 wrote: »The community has had to brainstorm and develop the fix amongst themselves because of the reluctance to address this BUG. It's just down to the devs to implement said BUG FIX from the feedback given.
Except they don't consider it a bug. @ZOS_Kevin stated that Grim Focus was "working as intended."
[Snip]
I've read every post in this thread. What am I missing? Can you show me where anyone from ZOS has said that there is any bug associated with the skill visuals?
A direct quote, emphasis mine:Just wanted to follow up here. Thanks for the feedback so far. The Grim Focus glow is working as intended currently. However, we are monitoring player feedback on this. In feedback, please make sure to note why you like or dislike the glow, as we have seen player feedback regarding both.
Personally, I'd rather have the visuals as they were before the combat change. But ZOS likes it the way it is. We can keep debating it until we are blue in the face, but that won't change how they feel about their skill.
[Snip]
You say it's a bug, and ZOS says it's working as intended. Therefore, it's not a bug that they overlooked before releasing the modified skill to the PTS for 5 weeks (with similar feedback) before releasing to the live servers.
I'm with you. The glow used to be an indicator that the skill was active, until it expired 30 seconds later. There is literally no reason to have the glow at all now, as it's original purpose (as a timer) has been revoked. It is now merely a cosmetic that ZOS added as a permanent visual effect. Not a bug.
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