Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
So there is a subtle visual effect from taunts but it can be kind of difficult to see in the chaos of other visual effects going off. It's a red effect that appears around the targets head, it seems to be easiest to see on humanoids. It would definitely be nice if it was more pronounced and somewhere that was easier to locate on all enemy types regardless of size.
I'm also not sure if it's applied by the soft taunts from pulls, but I know I've definitely seen it applied by SnS taunt, undaunted taunt, and arcanist taunt.
alpha_synuclein wrote: »Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
Imo it's a design issue.
Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
There is a reason why we have so many buff/debuff tracking addons.
The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.
Oblivion_Protocol wrote: »Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
You’ve…missed the mark by a country mile. OP isn’t saying that tanking is hard, or that they don’t know how to Taunt and they want the whole process to be easier. They just want a better system for knowing who’s taunted and who isn’t. This isn’t an issue of mechanics. It has nothing to do with skill or practice and everything to do with convenience and quality of life.
alpha_synuclein wrote: »Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
Imo it's a design issue.
Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
There is a reason why we have so many buff/debuff tracking addons.
The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.
I also often play healer, I actually use an addon called Hypertools which allows me to place "sticky" icons onto characters in the game space. They aren't static on your screen like RO Tracker, PA tracker etc instead it places the Powerful Assault icon directly on each player that is missing it. My OCD forces me to rebuff PA because it makes the floating icons go away. This is only possible for grouped members though. You cannot attach any image to any enemy or friendly unless grouped.
alpha_synuclein wrote: »alpha_synuclein wrote: »Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
Imo it's a design issue.
Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
There is a reason why we have so many buff/debuff tracking addons.
The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.
I also often play healer, I actually use an addon called Hypertools which allows me to place "sticky" icons onto characters in the game space. They aren't static on your screen like RO Tracker, PA tracker etc instead it places the Powerful Assault icon directly on each player that is missing it. My OCD forces me to rebuff PA because it makes the floating icons go away. This is only possible for grouped members though. You cannot attach any image to any enemy or friendly unless grouped.
I am aware of that and I am also using addons for uptime tracking. But the fact that addons exist doesn't mean that we should stop asking for better ingame solutions.
We got skill timers eventually.
"Failure to properly provide the player necessary information" is an all around issue with this game
Your issue with providing basic taunt info for tanking, the literally bare bones group health lines let alone buff or debuff management, or how the game flat out doesn't provide any information for players to improve in any way in any role
Players have to rely on outside sources to learn what is considered very basic foundational information and it is one of the worst things about the game