UltimaJoe777 wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
Yes at this point there is nothing holding Zenimax back from adding buff indicators and stuff. However, all that you listed (except the 3rd 1 which is honestly ridiculous because buffs, debuffs, and DoT time is not random and things like Crystal Frag proc will always be somewhat random due to RNGeebus)... I'm sorry but it's gonna be said sooner or later by someone so may as well say it now but the first reply that comes to mind would be l2p.
KaleidoscopeEyz wrote: »It's a double edged sword. Sure PC has add-ons but they also have the hackers that console doesn't have.
Averya_Teira wrote: »KaleidoscopeEyz wrote: »It's a double edged sword. Sure PC has add-ons but they also have the hackers that console doesn't have.
Addons don't really have anything do to with hacks....
Not in this case ZOs would do it in house so no one can hack the console version with addons.Also don't MS and Sony supposed to test add on before they allow them in the game.If that's true then no hacks can happen.Ep1kMalware wrote: »Averya_Teira wrote: »KaleidoscopeEyz wrote: »It's a double edged sword. Sure PC has add-ons but they also have the hackers that console doesn't have.
Addons don't really have anything do to with hacks....
being able to modify data clientside has everything to do with hacks. >.>
Not in this case ZOs would do it in house so no one can hack the console version with addons.Also don't MS and Sony supposed to test add on before they allow them in the game.If that's true then no hacks can happen.Ep1kMalware wrote: »Averya_Teira wrote: »KaleidoscopeEyz wrote: »It's a double edged sword. Sure PC has add-ons but they also have the hackers that console doesn't have.
Addons don't really have anything do to with hacks....
being able to modify data clientside has everything to do with hacks. >.>
This is very true.Ep1kMalware wrote: »Not in this case ZOs would do it in house so no one can hack the console version with addons.Also don't MS and Sony supposed to test add on before they allow them in the game.If that's true then no hacks can happen.Ep1kMalware wrote: »Averya_Teira wrote: »KaleidoscopeEyz wrote: »It's a double edged sword. Sure PC has add-ons but they also have the hackers that console doesn't have.
Addons don't really have anything do to with hacks....
being able to modify data clientside has everything to do with hacks. >.>
consoles dont have hacks, they just have exploited bugs they refuse to fix.
Ep1kMalware wrote: »I think it's a fantastic idea. Sure you can adapt to play without them as you've said but the issue is most people don't want to put that kind of time in. The end game needs to be more accessible to more players, not by reducing the difficulty but by increasing the skill of the players.
It wouldn't bring anyone closer to endgame, because of the aformentioned time and effort put in. It may be helpful to the casual crowd but it'll get you nowhere but probably game crashes.
Ep1kMalware wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
You'll be dying more becaudse you'll be paying attentiom to your dumb addons. FFS, use a stopwatch or something, and figute out how many spammables you can do during one of your buffs. Really? How is this too hard? Having your hand held by distracting popups absolutely will do you no good.Lel the elitists in here.
Just add buff trackers already.
In this patch I've started using Rearming Trap on my Sorc and guess what it does? It adds a white glow to my arms in addition to the lightning effect from my Surge.
The biggest consequence about this is that 80% of the time the lightning visual effect DOES NOT show up when my Rearming Trap (Minor Force) is activated which makes me believe that my Surge is not activated, when in fact it already is (Character Sheet). This makes me have to bar swap, activate Surge (It's already running but the visual isn't there) and bar swap again.
Basically I'm wasting time and resources trying to reactivate an ability because its visual isn't working properly.
This also affects my DK when using Igneous Weapons. The molten effect doesn't even show and I don't know when the best time to recast it is.
Is the pillar of light comming out of the floor not doing it? you get a 12 second buff, what other buffs/skills can you do in 12 seconds? It's a rotation people. The reasom you dont need buff timers is because you do the exact same moveset over and over. you do a certain amount of skills weaves, and buff, it'll be the same thing every time. If you have to wait for thw game to tell you to reapply your buffs then you applying them to slow and screwing up your rotation in the first place. I like how you slander helpful advice as elitest and rant about not having access to what will probably be lag inducing f=antifeatures that will make you distracted, dependent, and mediocre at best.
count dude, just count your attacks and buff.
Ep1kMalware wrote: »I think it's a fantastic idea. Sure you can adapt to play without them as you've said but the issue is most people don't want to put that kind of time in. The end game needs to be more accessible to more players, not by reducing the difficulty but by increasing the skill of the players.
It wouldn't bring anyone closer to endgame, because of the aformentioned time and effort put in. It may be helpful to the casual crowd but it'll get you nowhere but probably game crashes.
UltimaJoe777 wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
Yes at this point there is nothing holding Zenimax back from adding buff indicators and stuff. However, all that you listed (except the 3rd 1 which is honestly ridiculous because buffs, debuffs, and DoT time is not random and things like Crystal Frag proc will always be somewhat random due to RNGeebus)... I'm sorry but it's gonna be said sooner or later by someone so may as well say it now but the first reply that comes to mind would be l2p.
Ep1kMalware wrote: »I think it's a fantastic idea. Sure you can adapt to play without them as you've said but the issue is most people don't want to put that kind of time in. The end game needs to be more accessible to more players, not by reducing the difficulty but by increasing the skill of the players.
It wouldn't bring anyone closer to endgame, because of the aformentioned time and effort put in. It may be helpful to the casual crowd but it'll get you nowhere but probably game crashes.Ep1kMalware wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
You'll be dying more becaudse you'll be paying attentiom to your dumb addons. FFS, use a stopwatch or something, and figute out how many spammables you can do during one of your buffs. Really? How is this too hard? Having your hand held by distracting popups absolutely will do you no good.Lel the elitists in here.
Just add buff trackers already.
In this patch I've started using Rearming Trap on my Sorc and guess what it does? It adds a white glow to my arms in addition to the lightning effect from my Surge.
The biggest consequence about this is that 80% of the time the lightning visual effect DOES NOT show up when my Rearming Trap (Minor Force) is activated which makes me believe that my Surge is not activated, when in fact it already is (Character Sheet). This makes me have to bar swap, activate Surge (It's already running but the visual isn't there) and bar swap again.
Basically I'm wasting time and resources trying to reactivate an ability because its visual isn't working properly.
This also affects my DK when using Igneous Weapons. The molten effect doesn't even show and I don't know when the best time to recast it is.
Is the pillar of light comming out of the floor not doing it? you get a 12 second buff, what other buffs/skills can you do in 12 seconds? It's a rotation people. The reasom you dont need buff timers is because you do the exact same moveset over and over. you do a certain amount of skills weaves, and buff, it'll be the same thing every time. If you have to wait for thw game to tell you to reapply your buffs then you applying them to slow and screwing up your rotation in the first place. I like how you slander helpful advice as elitest and rant about not having access to what will probably be lag inducing f=antifeatures that will make you distracted, dependent, and mediocre at best.
count dude, just count your attacks and buff.
No, the add-ons will definitely help. I'll be dying way more if I use a damn stopwatch. The add-ons will play the exact role that you mention - they'll help us figure out how many spammables we can do during one of our buffs. Plus do you know how hard it'll be to keep track of 5 or 6 DoTs on my DK using a stopwatch. And on my Sorc my buffs have too many varying timers. Surge is 30s, Storm is 15s, LL is 10s.. Knowing when things are about to run out will definitely help..
Ep1kMalware wrote: »UltimaJoe777 wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
Yes at this point there is nothing holding Zenimax back from adding buff indicators and stuff. However, all that you listed (except the 3rd 1 which is honestly ridiculous because buffs, debuffs, and DoT time is not random and things like Crystal Frag proc will always be somewhat random due to RNGeebus)... I'm sorry but it's gonna be said sooner or later by someone so may as well say it now but the first reply that comes to mind would be l2p.
This guy brings a good point. If you think stage 5 is rng hell, wait rill stage 7. You did 1-4 sofar, those are all incredibly easy compared to 7 amd 9, probably 6 for you too, since you cant count to 5 or 6 you're going to get creamed xD >.<
To rebuttle your first point, if you died in 1-4 itd not because of buffs, its because you didn[t dodgeroll.
point 2 maybe try weaving instead? also 3 seconds? uhm.. block or dodgeroll.
your third point: no,your drops will be crap, the traits will be crap, ohmygawd wait till stage 7, and end part of 9. Also, dying because you didn't dodgeroll isn't random, it's overwhelmingly predictable.
Your skills are preplanned, it is called a rotation. no matter what buff skill you just used, your next moves woht change around much, minus substituting a dodgeroll or self heal. If you cannot rely on muscle kemory for your skills, you ARE NOT, ready for maelstrom yet. If you need to looj at your skillbar, health, ulti, etc, you probably aren[t ready either, because [monitoring that crap is is too expensive with your time (you'll see after you beat stg5) Factor in no rotation (randomly spamming skills and wasting resources will f you over stg9 for sure) I can see why you want timers. But consider this: more ;lag, probable bluescreens (which also means starting the stage alllll over again) and you can't use it anyway. hecause if you're constantly looking at it you're doomed to fail from the get go.
Hell, if you can't count long enough to rememher when to buff, then what on god's green earth makes you think you won't remember when, and what order priority mobs spawn. The archers in stage 7, the kyngolds in stage 8, and the nightblades in stage 9 will sell your arse for a cigarette.
Ep1kMalware wrote: »Ep1kMalware wrote: »I think it's a fantastic idea. Sure you can adapt to play without them as you've said but the issue is most people don't want to put that kind of time in. The end game needs to be more accessible to more players, not by reducing the difficulty but by increasing the skill of the players.
It wouldn't bring anyone closer to endgame, because of the aformentioned time and effort put in. It may be helpful to the casual crowd but it'll get you nowhere but probably game crashes.Ep1kMalware wrote: »UltimaJoe777 wrote: »Fignutz821 wrote: »it doesn't have to be an add-on if ZOS puts it in the game in house like they did with the #s and percentages and damage
That's what I meant. On consoles we can't get third party add-ons, so ZOS will have to add these into the game. Otherwise vMSA will always remain a grind-fest
And exactly how do add-ons make it any less of a grind-fest?
- It'll take fewer runs to clear because you won't be dying randomly from not having your buffs active..
- You'll know when your high damaging skills and proc'ed skills (like frags), are ready (rather than being stuck in a 3s hard cast frag in an already laggy and glitchy environment)..
- It'll somewhat take out the randomness from the game..
- You'd be able to pre-plan your next few moves based on the timers that are about to run out rather than relying on muscle memory and eye-balling 'buff/skill animations'..
List goes on and on. There's no harm in adding timers and notifications in the game.. People who don't want it or think it doesn't help can just turn em off..
It's just like the health bars and health percentages. Was it necessary to add those in? No. Did it make people more effective in-game? Yes. Now people know exactly when to execute rather than just eyeballing health bars..
You'll be dying more becaudse you'll be paying attentiom to your dumb addons. FFS, use a stopwatch or something, and figute out how many spammables you can do during one of your buffs. Really? How is this too hard? Having your hand held by distracting popups absolutely will do you no good.Lel the elitists in here.
Just add buff trackers already.
In this patch I've started using Rearming Trap on my Sorc and guess what it does? It adds a white glow to my arms in addition to the lightning effect from my Surge.
The biggest consequence about this is that 80% of the time the lightning visual effect DOES NOT show up when my Rearming Trap (Minor Force) is activated which makes me believe that my Surge is not activated, when in fact it already is (Character Sheet). This makes me have to bar swap, activate Surge (It's already running but the visual isn't there) and bar swap again.
Basically I'm wasting time and resources trying to reactivate an ability because its visual isn't working properly.
This also affects my DK when using Igneous Weapons. The molten effect doesn't even show and I don't know when the best time to recast it is.
Is the pillar of light comming out of the floor not doing it? you get a 12 second buff, what other buffs/skills can you do in 12 seconds? It's a rotation people. The reasom you dont need buff timers is because you do the exact same moveset over and over. you do a certain amount of skills weaves, and buff, it'll be the same thing every time. If you have to wait for thw game to tell you to reapply your buffs then you applying them to slow and screwing up your rotation in the first place. I like how you slander helpful advice as elitest and rant about not having access to what will probably be lag inducing f=antifeatures that will make you distracted, dependent, and mediocre at best.
count dude, just count your attacks and buff.
No, the add-ons will definitely help. I'll be dying way more if I use a damn stopwatch. The add-ons will play the exact role that you mention - they'll help us figure out how many spammables we can do during one of our buffs. Plus do you know how hard it'll be to keep track of 5 or 6 DoTs on my DK using a stopwatch. And on my Sorc my buffs have too many varying timers. Surge is 30s, Storm is 15s, LL is 10s.. Knowing when things are about to run out will definitely help..
well,okay mr 'i cant finish maelstrom without the game blinking buff timers at me'. See you in about a week after buff timer complaining that you still cant finish maelstrom.
f*king hilarious,nyou're still in the diaper rounds of maelstrom, you're gunna love the next 4 rounds then.
Addons are a very unfair advantage that PC players have, every video that is posted gives every bit of information to make flow and gameplay much easier, there is even prompts like "BLOCK NOW" and "DODGE NOW" that almost plays the game for you.
I think that buff timers and other basic information should be part of the base game, but macros and other things should not be allowed.
That why I always prefer to watch good console players, since they obviously have more skill and can manage to block and dodge things on their own.