If you won't fix it, get rid of it. I hate that it's always on. Especially because it's always on even when bar swapped. It's just so wretchedly bad.
So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
As I previously mentioned in this thread, the scrying UI and sheathed gloambound oversights would be fixed if they would disable the glow when weapons are sheathed.
So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
As I previously mentioned in this thread, the scrying UI and sheathed gloambound oversights would be fixed if they would disable the glow when weapons are sheathed.
Yes, if the glow no longer disappears after 30 seconds, then sheathing the weapons to mute the glow would be the next best option. That mechanic is in place for arms pack effects, it should be transferrable to Grim Focus as well. Except, as I mentioned previously in this thread as well, ZOS has chosen to not go that route, and prefers that we be forced to look at it 24/7/365.
So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
As I previously mentioned in this thread, the scrying UI and sheathed gloambound oversights would be fixed if they would disable the glow when weapons are sheathed.
Yes, if the glow no longer disappears after 30 seconds, then sheathing the weapons to mute the glow would be the next best option. That mechanic is in place for arms pack effects, it should be transferrable to Grim Focus as well. Except, as I mentioned previously in this thread as well, ZOS has chosen to not go that route, and prefers that we be forced to look at it 24/7/365.
And this is what the people who don't appreciate the glow should be arguing in favor for because its the fairest compromise for both parties. But instead, it seems like we have some people who treat this change as an opportunity to either get rid of or severely limit the visuals of something they've never liked at the expense of those who have liked the glow for years.
tomofhyrule wrote: »So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
As I previously mentioned in this thread, the scrying UI and sheathed gloambound oversights would be fixed if they would disable the glow when weapons are sheathed.
Yes, if the glow no longer disappears after 30 seconds, then sheathing the weapons to mute the glow would be the next best option. That mechanic is in place for arms pack effects, it should be transferrable to Grim Focus as well. Except, as I mentioned previously in this thread as well, ZOS has chosen to not go that route, and prefers that we be forced to look at it 24/7/365.
And this is what the people who don't appreciate the glow should be arguing in favor for because its the fairest compromise for both parties. But instead, it seems like we have some people who treat this change as an opportunity to either get rid of or severely limit the visuals of something they've never liked at the expense of those who have liked the glow for years.
But as has been mentioned before, this isn't the best compromise because it assumes the two camps are "eww the glow is ugly I never want it" and "omg best thing ever."
As has been said before, the anti-glow camp is closer to "why does it exist when it's not useful?"
Before the patch the glow had a purpose: is the skill active or not? If you looked at your character and your weapons were not glowing, that meant you knew you had to cast it in combat to get the buff up. It was serving a purpose in telling you if a certain effect was active on your character. Notably the icon also changed into a completely different icon when you had full stacks so it was unambiguously clear that bowproc was ready, and even the basegame stack counter served to count your stacks on the skill bar and the icon swap would show on the basegame 'show backbar timers' so you could even see it was ready to proc if you were on the other bar.
Now, the glow is active as long as you have the skill slotted. I know I have the skill slotted since I took the time to slot it. However, the glow gives no other information. In addition, the fact that that skill was changed meant that the basegame stack counter broke so it doesn't show the stacks anymore, and also the icon no longer swaps to something different, it just gets a glow around the edges (which is a bit harder to see and cannot be seen from the backbar). In essence, making the skill permanent made it so any of the information you got from the skill is no longer obtained without getting addons to restore what the basegame used to do.
The "acceptable compromise" between the camps of "omg best glow" and "why doesn't it tell us anything?" would therefore be making it in such a way that it is still informative, but persists as long as some condition is met. Like, for example, if the glow only started at the 5th stack. That way people who want a useful glow could know when their bowproc is ready, and the people who like a glow could just build 5 stacks and then just run around with it. Yeah, that means if you want a permanent glow, you wouldn't be able to use bowproc, but you can at least get the benefit of the stacks... and that's better than the alternative that most people are giving of "if you don't like the glow, just don't slot your strongest ability."
tomofhyrule wrote: »So to me, it seems like you have people who previously never liked the glow at all, but also never had a reason or the opportunity to complain about it; until now.
Because previously, you could go back to your desired look, with your paid for arms packs, scrying with a normal, non red mini game, and trying out different looks in the outfit station without a permanently red interface, or even worse, weird red blobs where your weapons used to be within 30 seconds, when the skill wore off.
As I previously mentioned in this thread, the scrying UI and sheathed gloambound oversights would be fixed if they would disable the glow when weapons are sheathed.
Yes, if the glow no longer disappears after 30 seconds, then sheathing the weapons to mute the glow would be the next best option. That mechanic is in place for arms pack effects, it should be transferrable to Grim Focus as well. Except, as I mentioned previously in this thread as well, ZOS has chosen to not go that route, and prefers that we be forced to look at it 24/7/365.
And this is what the people who don't appreciate the glow should be arguing in favor for because its the fairest compromise for both parties. But instead, it seems like we have some people who treat this change as an opportunity to either get rid of or severely limit the visuals of something they've never liked at the expense of those who have liked the glow for years.
But as has been mentioned before, this isn't the best compromise because it assumes the two camps are "eww the glow is ugly I never want it" and "omg best thing ever."
As has been said before, the anti-glow camp is closer to "why does it exist when it's not useful?"
Before the patch the glow had a purpose: is the skill active or not? If you looked at your character and your weapons were not glowing, that meant you knew you had to cast it in combat to get the buff up. It was serving a purpose in telling you if a certain effect was active on your character. Notably the icon also changed into a completely different icon when you had full stacks so it was unambiguously clear that bowproc was ready, and even the basegame stack counter served to count your stacks on the skill bar and the icon swap would show on the basegame 'show backbar timers' so you could even see it was ready to proc if you were on the other bar.
Now, the glow is active as long as you have the skill slotted. I know I have the skill slotted since I took the time to slot it. However, the glow gives no other information. In addition, the fact that that skill was changed meant that the basegame stack counter broke so it doesn't show the stacks anymore, and also the icon no longer swaps to something different, it just gets a glow around the edges (which is a bit harder to see and cannot be seen from the backbar). In essence, making the skill permanent made it so any of the information you got from the skill is no longer obtained without getting addons to restore what the basegame used to do.
The "acceptable compromise" between the camps of "omg best glow" and "why doesn't it tell us anything?" would therefore be making it in such a way that it is still informative, but persists as long as some condition is met. Like, for example, if the glow only started at the 5th stack. That way people who want a useful glow could know when their bowproc is ready, and the people who like a glow could just build 5 stacks and then just run around with it. Yeah, that means if you want a permanent glow, you wouldn't be able to use bowproc, but you can at least get the benefit of the stacks... and that's better than the alternative that most people are giving of "if you don't like the glow, just don't slot your strongest ability."
As for the icon indicator no longer showing the stack number with the base game, that's admittingly silly how that was removed and they really should either put that back in or fix it. That doesn't mean that they have to make it only glow at max stacks.
Having a stack number shown along with a highlighted ability that is also glowing is informative enough and it would make the max stacks only glow idea redundant, and it would be similar to how it already used to work. You always wanted to have the skill activated during combat if you cared to play optimally anyways, and ability timers were always more helpful in letting you know when to activate the skill again rather than relying on the glow disappearing in the middle of combat to refresh it, especially when there could be many other visual effects happening simultaneously.
Leeching strikes and Siphoning Attacks also exist, and they could obfuscate your grim focus glow as well. So relying on watching your grim focus visuals in PvP situations to previously maintain the ability, or especially trying to rely on a max stacks weapon glow indicator for the future, wouldn't help as much as you and others think it would. So I'm not buying the "the visuals once served a function but no longer do, so therefore they don't need to exist the same way they used to" argument.
Again, sheathing to mute the glow is the fairest compromise because its similar to how it was before. It's also a compromise because its a sacrifice for the people who do like the glow because it would've been previously possible to have that glow for sheathed weapons; just so the people who don't like it won't have the glow activated at all times for slotting it.
I also don't see how telling people to hold on to their spectral bow if they want to keep the glow would be fair either; "If you like the glow, just don't activate your strongest ability." You're basically asking them to stop activating a skill that they've already been using for years if they want to keep the glow for a DPS loss. Meanwhile the people who don't like the glow have not only already been using the skill and dealing with the glow for combat, they've also managed to use it while not having a max stack only glow indicator for years already. And they've never complained about it, until now, simply because of a passive glow that's caused a few oversights that can easily be fixed. They also will always have the option to have the skill unslotted for non-combat situations if they want. Asking for a max stacks only glow indicator as a response to this change is an over reaction and it would be even more disruptive than passive glow.
aspergalas4 wrote: »The justifications for keeping the glow tied to the ability in its current state are so nonsensical just ask for glow cosmetics in the store if you love it so much no one else does lmao
aspergalas4 wrote: »The justifications for keeping the glow tied to the ability in its current state are so nonsensical just ask for glow cosmetics in the store if you love it so much no one else does lmao
The reactions on the first page says otherwise.
Also, I don't know how you ever managed to play a NB before considering you should have always had the red glow activated anyways for combat. And like I said, a max stacks glow indicator wouldn't work as well as you think it would, because there's a lot of other visual effects that could obfuscate it, including certain item sets. So actually making the indicator and stack numbers on the ability icon itself work properly is the way to go, instead of implementing an even more disruptive visual rework just to cater to people who never liked the glow.
@aspergalas4
People who want the glow are content right now and aren't complaining and demanding the devs to change it, hence why they aren't as active on a complaint focused thread that's months old and 23 pages deep. You're only arguing in favor of a max stacks indicator not for functional reasons, but for aesthetic reasons. Other than a few oversights that are easy to fix, it's currently working as intended, so just let it go man.
aspergalas4 wrote: »[snip]
I can't let it go though, I will embrace it. This marvellous change to my main character that I can't avoid if I want to play it in the most fun and optimal way. My stealthy Sith assassin, sneaking around dark corners that are now illuminated (but only for me so I can remain sneaky to others) brightening my day whenever I play.