In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
Affected player abilities include the following:
Ash Cloud and its morphs
Caltrops and its morphs
Elemental Storm and its morphs
Hurricane
Impaling Shards and its morphs
Path of Darkness and the Twisting Path morph
Rune Focus and its morphs
Scorch
Volatile Familiar Special Ability
Volley and its morphs
Wall of Elements and its morphs
Affected Item Set abilities include the following:
Bahraha’s Curse
Essence Thief
Grothdarr
Hand of Mephala
Ilambris
Infernal Guardian
Leeching Plate
Nerien’eth
Sellistrix
Sheer Venom
Storm Knight’s Plate
Thunderbug’s Carapace
Tremorscale
Velidreth
Winterborn
Developer Comments:
Spoilerhide
Having less visual effects on your screen improves both visual clarity and performance, which makes it easier to respond to the more important visuals that come from enemy attacks.
MrBetadine wrote: »In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
Affected player abilities include the following:
Ash Cloud and its morphs
Caltrops and its morphs
Elemental Storm and its morphs
Hurricane
Impaling Shards and its morphs
Path of Darkness and the Twisting Path morph
Rune Focus and its morphs
Scorch
Volatile Familiar Special Ability
Volley and its morphs
Wall of Elements and its morphs
Affected Item Set abilities include the following:
Bahraha’s Curse
Essence Thief
Grothdarr
Hand of Mephala
Ilambris
Infernal Guardian
Leeching Plate
Nerien’eth
Sellistrix
Sheer Venom
Storm Knight’s Plate
Thunderbug’s Carapace
Tremorscale
Velidreth
Winterborn
Developer Comments:
Spoilerhide
Having less visual effects on your screen improves both visual clarity and performance, which makes it easier to respond to the more important visuals that come from enemy attacks.
Right now I cant even reliably see where my ally cast an Elemental Storm ability. The whiriwind is still there, but the lightning effect is gone, making it very hard to notice. Why dont give us the CHOICE? I dont want less 'visual noise', my brain and eye can manage to process that much information.
notimetocare wrote: »MrBetadine wrote: »In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
Affected player abilities include the following:
Ash Cloud and its morphs
Caltrops and its morphs
Elemental Storm and its morphs
Hurricane
Impaling Shards and its morphs
Path of Darkness and the Twisting Path morph
Rune Focus and its morphs
Scorch
Volatile Familiar Special Ability
Volley and its morphs
Wall of Elements and its morphs
Affected Item Set abilities include the following:
Bahraha’s Curse
Essence Thief
Grothdarr
Hand of Mephala
Ilambris
Infernal Guardian
Leeching Plate
Nerien’eth
Sellistrix
Sheer Venom
Storm Knight’s Plate
Thunderbug’s Carapace
Tremorscale
Velidreth
Winterborn
Developer Comments:
Spoilerhide
Having less visual effects on your screen improves both visual clarity and performance, which makes it easier to respond to the more important visuals that come from enemy attacks.
Right now I cant even reliably see where my ally cast an Elemental Storm ability. The whiriwind is still there, but the lightning effect is gone, making it very hard to notice. Why dont give us the CHOICE? I dont want less 'visual noise', my brain and eye can manage to process that much information.
Because it is also a server load issue. The eyestrain is actually wholly irrelevant
notimetocare wrote: »Because it is also a server load issue. The eyestrain is actually wholly irrelevant
Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Probably because the overwhelming majority--tanks included--appreciate this change. It's rare for me to come across someone who actually thinks that this change is bad.
This is one of the most hotly-anticipated features of this patch. There are a few detractors, yes, but that's to be expected. So, yes, ZOS did listen to feedback. They addressed one of the key pain points of players. Would it have been nice if they made it optional, to cater to those with exceptional visual acuity? Sure. But that's an extra layer of complexity.
Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Probably because the overwhelming majority--tanks included--appreciate this change. It's rare for me to come across someone who actually thinks that this change is bad.
This is one of the most hotly-anticipated features of this patch. There are a few detractors, yes, but that's to be expected. So, yes, ZOS did listen to feedback. They addressed one of the key pain points of players. Would it have been nice if they made it optional, to cater to those with exceptional visual acuity? Sure. But that's an extra layer of complexity.
Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Probably because the overwhelming majority--tanks included--appreciate this change. It's rare for me to come across someone who actually thinks that this change is bad.
This is one of the most hotly-anticipated features of this patch. There are a few detractors, yes, but that's to be expected. So, yes, ZOS did listen to feedback. They addressed one of the key pain points of players. Would it have been nice if they made it optional, to cater to those with exceptional visual acuity? Sure. But that's an extra layer of complexity.
MrBetadine wrote: »i won't consider an 'if' statement a layer of complexity. This is the most most basic thing in any programming language.
lonewolf26 wrote: »MrBetadine wrote: »i won't consider an 'if' statement a layer of complexity. This is the most most basic thing in any programming language.
Cyclomatic complexity is determined by the number and depth of conditional statements.
Tan9oSuccka wrote: »Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Probably because the overwhelming majority--tanks included--appreciate this change. It's rare for me to come across someone who actually thinks that this change is bad.
This is one of the most hotly-anticipated features of this patch. There are a few detractors, yes, but that's to be expected. So, yes, ZOS did listen to feedback. They addressed one of the key pain points of players. Would it have been nice if they made it optional, to cater to those with exceptional visual acuity? Sure. But that's an extra layer of complexity.
Yes. Tanking LLambrith twins on Crypt with multiple Grothdaar users is really craptastic.
I welcome this change. I can turn off friendly procs.
I LOVE this change . Do you know what it feels like to select the correct clone when 2nd boss in vHoF does the split mechanic while there are 2+ lightning destro ultis , few lightning ilambris procs and several lightning blockades ? It is like finding a needle in a haystack .
I would like it to be optional as well but I am definitely ok with whatever .
As someone who _is_ a professional code monkey, it's less about that being a simple replacement, but every other tweak or change or conditional also there (eg, are we over particle effect limit, within draw distance, (now) is it enemy or ally, which texture do we use (high/low), and so on).MrBetadine wrote: »lonewolf26 wrote: »MrBetadine wrote: »i won't consider an 'if' statement a layer of complexity. This is the most most basic thing in any programming language.
Cyclomatic complexity is determined by the number and depth of conditional statements.
Learn something everyday. But I propose simply replace the original 'display cue' code with an 'if' statement. I cant see anything would make it hard. The link you provided is a theory, which applies to some extremely complicated functions or subroutines, which isn't the case here. I'm by no means an expert in programming, but I've written my fair share of scientific computation code, therefore I know the basics of programming.
MrBetadine wrote: »I LOVE this change . Do you know what it feels like to select the correct clone when 2nd boss in vHoF does the split mechanic while there are 2+ lightning destro ultis , few lightning ilambris procs and several lightning blockades ? It is like finding a needle in a haystack .
I would like it to be optional as well but I am definitely ok with whatever .
It looks like this second boss of HOF is the main reason for not liking the original visual cue? Since several people have mentioned it. Then maybe it's the boss design issue, not the other way around.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.
Probably because the overwhelming majority--tanks included--appreciate this change. It's rare for me to come across someone who actually thinks that this change is bad.
This is one of the most hotly-anticipated features of this patch. There are a few detractors, yes, but that's to be expected. So, yes, ZOS did listen to feedback. They addressed one of the key pain points of players. Would it have been nice if they made it optional, to cater to those with exceptional visual acuity? Sure. But that's an extra layer of complexity.
And I have no idea why.
Your tank is going to constantly be pulling enemies out of AOE's. This makes no sense. Just seems like your trying to really spin a negative into a positive. If the visual effects are reduced, then why not just give a toggle? Reduced visual noise is one thing, but you should try to replace it with something. Like, say, a 'yellow' circle or two on the ground to represent allied AOE.
I'd also love to know who died and made you speaker for some majority you claim to speak for. Citation bloody needed.