Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
The party needs to pay more attention to how you tank the trash. That part is very simple.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
More options are always a good thing.
Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
You seem to be really fixated on this point.
Yeah, we've established that. I'd still like to know, however, what everyone is using. Sometimes individuals procs indicate gear/skill setup. Watching a dude spam strife while holding a bow is a indication that this is going to take a while.
I still advocate a toggle.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
You can clearly see where the DoTs are. They are not hidden. They're just not excessive to the point of obscuring key mechanics that tanks need to react to.
I have no objection against making it optional. But that's extra UI, extra cases to test, etc., for an option that I expect only few people would actually use, and if ZOS decided that it wasn't worth the extra time and effort to make a toggle, then that's unfortunate, but it's a small downside compared the massive upside that has come from this change.More options are always a good thing.
Most software designers will disagree.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
The party needs to pay more attention to how you tank the trash. That part is very simple.
Not for a pug.
Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
The party needs to pay more attention to how you tank the trash. That part is very simple.
Not for a pug.
Really? No. If the dps are not bright enough to pay attention to begin with then their AoEs are probably not going to matter much. Besides, one can still see where the AoE was placed.
But I love pugs. The 2H tha goes after the single ranged mob. It's the first mob I pull in. Make him chase everything.
MrBetadine wrote: »Maybe software designers should be more hardworking. The best software i've seen all have plenty of options.
MrBetadine wrote: »Maybe software designers should be more hardworking. The best software i've seen all have plenty of options.
It's not a matter of being "hardworking". It's a matter of too many options being bad design.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »MrBetadine wrote: »Giles.floydub17_ESO wrote: »Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
You do not list a valid reason because there is no reason for the tank to move a boss other than to dealing with mechanics, or the tank does not know what their doing. There is a 100% guarantee AoE is under the boss except when the boss is being moved.
Plain and simple. If you have cleared any of the last 2 trials in vet this would be very clear.
Actually I (the OP) am more concerned with mobs, not bosses. Imagine a party member drops an ult and I chain all adds out of it...
The party needs to pay more attention to how you tank the trash. That part is very simple.
Not for a pug.
Really? No. If the dps are not bright enough to pay attention to begin with then their AoEs are probably not going to matter much. Besides, one can still see where the AoE was placed.
But I love pugs. The 2H tha goes after the single ranged mob. It's the first mob I pull in. Make him chase everything.
No, it's lack of communication with pigs, not whether someone is bright enough.
Compared to the original design; the new effects are pretty much non-existent. Can you give me any logical reason that a lightning storm does not have lightning? Why can i see my own effects but not other people's?
MrBetadine wrote: »MrBetadine wrote: »Maybe software designers should be more hardworking. The best software i've seen all have plenty of options.
It's not a matter of being "hardworking". It's a matter of too many options being bad design.
Can you explain a little more? I'm interested.
MrBetadine wrote: »MrBetadine wrote: »Maybe software designers should be more hardworking. The best software i've seen all have plenty of options.
It's not a matter of being "hardworking". It's a matter of too many options being bad design.
Can you explain a little more? I'm interested.
It's a matter of design philosophy. Best illustrated by these two articles.
Apple products, for example, are bereft of choice and are shunned as a result by many advanced users. But they are popular because they are clean, simple, and accessible as a result. On the opposite extreme, Linux overwhelms uses with choice, which some people prefer, but is a large reason why it is also inaccessible to many.
Sure, you can ask, "What's one extra checkbox?" But it's when that question gets asked of 40 other different options that you quickly end up with a large list of options that are cluttery and daunting for someone browsing through. Good software is one that tries to make the choice for the user intelligently.
And the new feature does a good job of that. Your own effects? You'll see them. Allied effects that are more important because they are interactable (e.g., have a synergy)? They are prominently rendered. Allied effects that don't really have much meaning for you? They're toned down--still visible--but no longer cluttery.
Now imagine adding options for this. Are you going to add options for each of the three types of effects? Or just one option that covers everything? Is it going to be a toggle between show everything or suppressing everything? Sure, you can just add an option toggle between the new intelligent render and the old dumb show-everything render, but then inevitably some people will ask for more granular controls that lets them do something with interactable effects and something else to non-interactable ones. Etc. How far down the rabbit hole do you want to go in the name of choice? And at what point does it become folly to waste time on something like this?
MrBetadine wrote: »MrBetadine wrote: »Maybe software designers should be more hardworking. The best software i've seen all have plenty of options.
It's not a matter of being "hardworking". It's a matter of too many options being bad design.
Can you explain a little more? I'm interested.
It's a matter of design philosophy. Best illustrated by these two articles.
Apple products, for example, are bereft of choice and are shunned as a result by many advanced users. But they are popular because they are clean, simple, and accessible as a result. On the opposite extreme, Linux overwhelms uses with choice, which some people prefer, but is a large reason why it is also inaccessible to many.
Sure, you can ask, "What's one extra checkbox?" But it's when that question gets asked of 40 other different options that you quickly end up with a large list of options that are cluttery and daunting for someone browsing through. Good software is one that tries to make the choice for the user intelligently.
And the new feature does a good job of that. Your own effects? You'll see them. Allied effects that are more important because they are interactable (e.g., have a synergy)? They are prominently rendered. Allied effects that don't really have much meaning for you? They're toned down--still visible--but no longer cluttery.
Now imagine adding options for this. Are you going to add options for each of the three types of effects? Or just one option that covers everything? Is it going to be a toggle between show everything or suppressing everything? Sure, you can just add an option toggle between the new intelligent render and the old dumb show-everything render, but then inevitably some people will ask for more granular controls that lets them do something with interactable effects and something else to non-interactable ones. Etc. How far down the rabbit hole do you want to go in the name of choice? And at what point does it become folly to waste time on something like this?
Giles.floydub17_ESO wrote: »I think it's reading a much into things to suggest Code is stating there should be no option at all. Having options for everything that someone says they want an option for becomes overwhelming.
Personality I agree with Code on this and have not seen a solid reason provided to the contrary.
MrBetadine wrote: »Giles.floydub17_ESO wrote: »I think it's reading a much into things to suggest Code is stating there should be no option at all. Having options for everything that someone says they want an option for becomes overwhelming.
Personality I agree with Code on this and have not seen a solid reason provided to the contrary.
May I also ask removing all graphic options... makes no difference to me because those options only affect my machine...
Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »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.
@Doctordarkspawn
My guess is you haven't main ranked second boss in vHoF. If you read through Codes posts I think he specifically mentioned that, and that he can still tell, visually, where dps laid their dots.
Further, why is the tank moving a boss in the first place. Unless there is a mechanic forcing the move there is no reason for the tank to move.
In that senario, the tank might move the boss for any number of reasons but not be able to see where the AOE is to keep them there.
I've since done both the dungeons and yeah, there is enough visual indication to see where it is. I still disagree with the change however. Maybe this is because I played a more support focused tank than others have. Then again, that playstyle is slowly dying as the pidgeon holes ZOS has instated have become increasingly rigid.
I still stand by a toggle. There's no arguement you can present to me besides laziness that a toggle couldn't be instated.
Doctordarkspawn wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »We warned of this in the PTS.
Another classic example of ZOS not wanting your feedback.@DoctordarkspawnDoctordarkspawn wrote: »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.
@Doctordarkspawn Hmm, let's see here. You quit the game and don't even play it. You state proudly on the forums that you don't even do trials. You constantly complain that there is no good content for tanks, even though all of the best tank content are in the trials that you refuse to touch; e.g., in vHoF where everything hinges on the tanks, two good tanks can carry a mediocre group to a clear, but even the best DPS in the world can't clear if their two tanks aren't competent.
So what makes you--someone who is entirely disconnected from the game and have no idea what it is like "in the trenches"--more qualified than someone who is actively tanking endgame content and who knows a lot of other tanks? Every single endgame tank that I personally know looked forward to this change. Because there is still enough visual cue about where their ground effects are (it's not a complete removal) and because in general, it's our positioning that dictate the placement of their ground effects, not vice-versa.
So my question to you is, what makes you--the ZOS-can-do-nothing-right-forum-troll-who-doesn't-even-play--qualified to make judgment on the opinions of people who do actively tank?
On this issue, I have never made claims to what people in general think about this change. You have. But I have not and refuse to.
These two statements are in direct conflict. You claim "we" warned them about this on PTS. Then you say you dont want to make claims about what people think of the changes. The reality is that the vast majority of PTS players (certainly not everyone) were very excited about this.
But since you like to overgeneralize, here are some broad statements for you: Everyone here knows you didnt spend a minute on the PTS. Everyone knows you have never tanked an end game trial in your life. Everyone knows you a hate this game and no longer play it. Everyone knows what you think of ZOS. Everyone knows you are nothing more than a bitter troll. For the love of god, just leave the forums. I have never seen any meaningful contributions come from your tired rantings.
Every legitimate end-game tank I have talked to, and for that matter, every end-game player I have talked to has welcomed this change with open arms. Frame rates in trials have noticeably improved, which is an issue that you are simply not qualified to discuss as you, by your own admission, dont play them.
@code65536
Not the first time I have fallen down this particular rabbit hole, but I know its sometimes hard to refrain from feeding the trolls.
People did in fact warn them about this on the PTS. I was one of them. There was negative feedback there, I believe the thread is still up and you can go look at it. Plenty of people disagreed then, allthough it was far from the longest of the feedback chains. The fact this thread exists, shows people still disagree with it.
It is true, that I did not play on the PTS. I typically dont anymore considering ZOS's knack for outright over-riding or ignoring feedback, like they did with the last minute changes this update. However, what isn't true is that you've never seen any meaningful contributions come from my 'tired rantings'.
You can go ahed and call me a troll, along with this apparent harassment group you lot have cultivated, but I'm not going anywhere until the moderators force me out. I will continue to give people the honest truth: That if you want change, a financial impact must be made upon ZOS as a company. And I will not stop on your account.
Sorry to disappoint you.
@code65536
I presume you play without addons then because the base game UI would be excellent design according to you
Why couldn't this have just been restricted to towns and trials?
I tank, and I use chains, I often chain adds onto a wall of elements. I'm yet to run my tank since patch, leveling a stam sorc, but did notice my mates wall of elements was not showing up on my screen, thought it was a bug at first.
I can understand towns getting it, because high population, many spam skills, could effect frames. I could understand trials getting it, they suffer from FPS loss, but your standard dungeon doesn't quite need it, it can somewhat effect gameplay negatively. I thought they were toning down the effects, not removing them.
No way to switch them back on?