This is nice, but if I don't see the initial cast then we're still left in the dark. If there was a way to differentiate the difference between types of attacks, like differences in the color of the ring around the AoE ability to know what they are, that could be better.To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
If it's difficult to parse for the server, then it's completely understood, but once again most PVPers understand what is happening in the battlefield because of the abilities that they see on their screen. IF I see all my allies begin to Proxy det up and trigger their ultimates I'm more likely to move my group in the same space.We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time.
I think that if I am unable to see these abilities I don't think it be as "awesome." Truly one of the most awesome things is to see your group rush in with ultimates and wipe the opponent. If I were only to see the abilities of myself, I don't think it would feel as awesome or rewarding. Just an opinion though.We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
It seems that most of the people in the thread have suggested this, I would highly recommend that you consider it, if possible.More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.
JarlUlfric wrote: »QuebraRegra wrote: »wait, whut?!?!?!
I kind glossed over this, but are you saying allies can't see my caltrops, Bahrahas curse circle etc? They need those visual clues so they can help to kite enemies into those effects.
"where'd you put the caltrops?!?!?"ZOS_GinaBruno wrote: »list]
[*]Affected player abilities include the following:
- Ash Cloud and its morphs
- Path of Darkness and the Twisting Path morph
- Volatile Familiar Special Ability
- Hurricane
- Rune Focus and its morphs
- Impaling Shards and its morphs
- Volley and its morphs
- Wall of Elements and its morphs
- Elemental Storm and its morphs
- Caltrops and its morphs
Yep, this looks very very bad for PVP.
To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time. We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.
To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time. We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.
To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time. We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.
ZOS_GinaBruno wrote: »
General
- 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
- Path of Darkness and the Twisting Path morph
- Volatile Familiar Special Ability
- Hurricane
- Rune Focus and its morphs
- Impaling Shards and its morphs
- Volley and its morphs
- Wall of Elements and its morphs
- Elemental Storm and its morphs
- Caltrops 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: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.
To give everyone a bit more detail, you will still see the animations and initial cast FX of the ability to help give some feedback as to where your allies are casting their abilities. For example, with Caltrops, you still see the ball of spikes fly to the correct location and explode. With Elemental Storm, you'll still see a column of fire/frost/shock at the specified location.
We removed the persistent effect because it could be difficult to parse what was happening when many players activated them at the same time. We also wanted to keep the spells looking and feeling awesome so the caster of an effect always sees its full glory.
More detailed feedback on global combat clarity and on an ability-by-ability basis would be much appreciated if you guys could check this out on the PTS, both in large and small groups.
Feedback on the toggle duly noted.