Rev Rielle wrote: »If anything, I think blocking with a staff should activate a ward, which is a drain on magicka not stamina, with the ward looking something more kin to image below (sorry the clarity isn't great):
- Insert picture of Dragon attacking a magically shielded guy-
Such additions I think would add and enhance the beauty of the game whilst still bringing the improved functionality that development are clearly after.
Rev Rielle wrote: »If anything, I think blocking with a staff should activate a ward, which is a drain on magicka not stamina, with the ward looking something more kin to image below (sorry the clarity isn't great):
Such additions I think would add and enhance the beauty of the game whilst still bringing the improved functionality that development are clearly after.
manavortex wrote: »Rev Rielle wrote: »If anything, I think blocking with a staff should activate a ward, which is a drain on magicka not stamina, with the ward looking something more kin to image below (sorry the clarity isn't great):
Such additions I think would add and enhance the beauty of the game whilst still bringing the improved functionality that development are clearly after.
YESH! *_* That would be so awesome! For roleplaying!
How cool would it be if you would have a fire shield with inferno staff and something ice-ish with frost...
I've taken the liberty to create a mock-up...
I like it because in pvp if the enemies can see when I am blocking then I will get less "tape right mouse button down" rage whispers. Most of my blocking has always been reactive and well thought out. Now that the enemy can see when I drop block they can see that it isn't "permablocking".
manavortex wrote: »
ESO being an MMO means there is a natural setback concerning immersion anyway (like respawning enemies, vanishing bodies, no physics, targetglow (which _is_ toggleable!) and so on. We can't have hypothermia and all our favourite Morrowind/Oblivion/Skyrim mods here. But the game is beautiful and can be pretty immersive nontheless, which is also why I really love it. Immersion in ESO is mostly about visuals, and I guess that's one reason why we want to have as little as possible UI clutter and things like this shield.
This shield is an unnecessary addition to a simple move, also one that indicates magic (or more intrusive: a ui element). For PvP it's useful I guess. Thus: toggle.
FatKidHatchets wrote: »Finally able to call a guy out who swears he was blocking everytime he dies.
Its a great idea.
And to the immersion people, you pull out an 18 foot tall siege weapon from your pocket, you can carry 40,000 steaks (red meat). You can shoot lightning out of a wooden stick (not exactly a conductive material), you can hit someone with a sword so hard it knocks them into the air but doesn't scratch their armor or body. You can dump flaming oil or any other numerous fire abilities and not mess up someones hair.
But a glowy shield for blocking breaks your immersion? I don't think you know what immersion is and need to stop abusing the word.
FatKidHatchets wrote: »But a glowy shield for blocking breaks your immersion? I don't think you know what immersion is and need to stop abusing the word.
The thing with immersion is that it can mean different things to different people; for some, immersion is about realism (an in-world concept), or consistency (a narrative concept), while for others, it's about minimalism (an interface concept), or customisation (a personal concept). For me, immersion is all about consistency of the interface between the game world and the real world. I'm not bothered about realism, because my infinite invisible backpack with 40,000 steaks and a trebuchet or 10 is consistent with how the game world works. What I don't like is real world interface elements having a physical presence in the game world, unless there is a good narrative reason for them to be there. Floating health bars, icons, or combat text break immersion for me because it isn't internally consistent, and smudges the divide between the real world and the game world. But my HUD is full of interface elements; loot history, compass, quest trackers, buff trackers, resource bars, target frame bars, which for me does not break my immersion as it is fixed in place on my real world computer screen, and not impacting on the world beyond. And I don't mind in-world combat cues (telegraphs) either, because they are internally consistent within the game world. But this starts to fall down when some cues, like the shield, are attached to your own character and other cues (like a heavy attack, or chanelling) aren't. Then internal consistency is broken.I'd argue that aesthetic is a big part of immersion. Sure, I can carry around 40,000 steaks and I've got a rocket trebuchet in my pocket, but I don't get constant frequent reminders of these facts like I would with this new blocking effect.
This is such a care bear MMO now. It's all about turnover ratio and not designed for the long term player.