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: »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?
Confirmed!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.
OK how is it Extra Layer of Complexity? The effects are still there, you yourself just cannot see them. Helmet Switch same deal, or? If they can TURN IT OFF, then a switch to turn it on or off would be nice.
AS FOR OTHER TANKS: Unless there's AOE everywhere, y'all should NOT be moving the bosses at random times, and all AOES should be on the bosses AND adds together wherever possible. Tanks should in NO WAY be moving out of ults unless they were in the wrong place in the first place, and you shouldn't put your ults in the wrong place. Common sense solves 9/10 these issues.
Doctordarkspawn 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.
1. Not having an option isn't an excuse. Even if it is a graphics option, there's no reason this, much like the block-icon should not have an option. Much like the bow heavy attack before it, there's nothing that says you cant have an option. And if you have information that would point to why I urge you to share it.
2. As people have allready started, not knowing what buffs and debuffs people have put on the boss or in general hurts group cohesion. It's not just the grothdar procs. Things like, say, elemental drain. Is the healer puting it on or am I wasting my time as a DPS? (A hypothetical.)
These are the points, you can argue these points, or you can be disreguarded as someone with a vendetta. Which, given you tend to focus on me whenever we pay attention to the same thread, you seem to.
Thank god we dont need a qualification card to speak on these things, big brother. Thank god you cant shut everyone up who disagree's with you, by violently punching them across the face until they stop disagreeing with you. Sometimes, heavens forbid, a laymans view can speak volumes for perspective. And, heaven forbid, even though I have stopped playing regularly, I still like to keep track of the balance in case it gets -better- or more fun to play. Heaven forbid people dont love something unconditionally enough to defend it blindly and silence all decent against it.
Doctordarkspawn 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.
1. Not having an option isn't an excuse. Even if it is a graphics option, there's no reason this, much like the block-icon should not have an option. Much like the bow heavy attack before it, there's nothing that says you cant have an option. And if you have information that would point to why I urge you to share it.
2. As people have allready started, not knowing what buffs and debuffs people have put on the boss or in general hurts group cohesion. It's not just the grothdar procs. Things like, say, elemental drain. Is the healer puting it on or am I wasting my time as a DPS? (A hypothetical.)
These are the points, you can argue these points, or you can be disreguarded as someone with a vendetta. Which, given you tend to focus on me whenever we pay attention to the same thread, you seem to.
Thank god we dont need a qualification card to speak on these things, big brother. Thank god you cant shut everyone up who disagree's with you, by violently punching them across the face until they stop disagreeing with you. Sometimes, heavens forbid, a laymans view can speak volumes for perspective. And, heaven forbid, even though I have stopped playing regularly, I still like to keep track of the balance in case it gets -better- or more fun to play. Heaven forbid people dont love something unconditionally enough to defend it blindly and silence all decent against it.
Honest question: Why are you even here? Every single time I see you post, it's to criticize something that ZOS did. You hate this game. You hate the direction that this game has taken. You've quit the game as a result. So why are you still here, months after quitting, taking potshots every single opportunity you get? Is this more fun for you than actually playing the game?
I'm not saying that ZOS is flawless--hell, I've criticized them countless times--but they deserve credit where credit is due. And this change is one of the best changes they've made this patch. The visual effects are still there, just toned down substantially. It means it's easier to see mechanics. It means smoother performance. Have you actually tried it? If you had bothered to, you'd also know that Elemental Drain isn't even affected by this, contrary to your post. If you had bothered to, you'd see that all this is a non-issue because it's still pretty damn clear where that destro ult is without the cloud overhead and excessive sparkles. Instead, you don't play the game, you don't know what this change is actually like, and you barge into this thread like others for the sole purpose of attacking ZOS and the people who dare to actually give ZOS credit because of your vendetta. So, yes, I am very much irked by that, and yes, I am calling you out for it.
(And as I already said, an option would be nice, but that's extra UI to code, extra text to translate, extra cases that need to be tested by their QA team that evidently is overwhelmed because of all the things that are already being missed, so it's understandable if ZOS decided that it was not worth the effort, at least for now.)
Peekachu99 wrote: »Confirmed!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.
OK how is it Extra Layer of Complexity? The effects are still there, you yourself just cannot see them. Helmet Switch same deal, or? If they can TURN IT OFF, then a switch to turn it on or off would be nice.
AS FOR OTHER TANKS: Unless there's AOE everywhere, y'all should NOT be moving the bosses at random times, and all AOES should be on the bosses AND adds together wherever possible. Tanks should in NO WAY be moving out of ults unless they were in the wrong place in the first place, and you shouldn't put your ults in the wrong place. Common sense solves 9/10 these issues.
Maybe you haven't played the latest dungeons, which require immense moveability and quick repositioning when tanking: minotaurs, dogs and at least 1/2 the bosses. Most of those movements are indeed "random" as determined by various mobs or targets unpredictable behaviour.
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 wrote: »
If you wanna call me out, do it over a private message. These gigantic walls of text devoted to a personal vendetta have nothing to do with the thread and are spam. You are being disrespectfull to the people who actually wanna discuss this topic.
Peekachu99 wrote: »Path of Darkness and Rune Focus both have beneficial effects and it's quite stupid if they're actually hidden. Is this a typo? I haven't tested these abilities yet. And again, even if you like these changes, they're clearly aimed at streamlining console performance and have absolutely no place in PC gaming as an "enforced"
setting. The whole idea behind PC gaming is scalability and options to improve, or take a hit on, performance.
This needs to be swapped to a toggle, asap.
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.
Peekachu99 wrote: »Path of Darkness and Rune Focus both have beneficial effects and it's quite stupid if they're actually hidden. Is this a typo? I haven't tested these abilities yet. And again, even if you like these changes, they're clearly aimed at streamlining console performance and have absolutely no place in PC gaming as an "enforced"
setting. The whole idea behind PC gaming is scalability and options to improve, or take a hit on, performance.
This needs to be swapped to a toggle, asap.
Path of Darkness heals allies, at least in one morph. (I play Nightblade the least out of the five classes, so I am the least familiar with their skills.)
Rune Focus has no benefit to allies. Each Templar has to run their own "Templar house" in order to benefit from the skill. I am delighted that I won't be accidentally standing in someone else's "house" by mistake with this change.
As far as I know it's server-sided, so you could't make it optional since the information isn't even sent. I could be wrong since I'm not a expert on this but that's how it was explained to me.
In terms of ping and framerate it changed nothing for me. I didn't have any problems before, but frames and ping are exactly the same as before.
Peekachu99 wrote: »Confirmed!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.
OK how is it Extra Layer of Complexity? The effects are still there, you yourself just cannot see them. Helmet Switch same deal, or? If they can TURN IT OFF, then a switch to turn it on or off would be nice.
AS FOR OTHER TANKS: Unless there's AOE everywhere, y'all should NOT be moving the bosses at random times, and all AOES should be on the bosses AND adds together wherever possible. Tanks should in NO WAY be moving out of ults unless they were in the wrong place in the first place, and you shouldn't put your ults in the wrong place. Common sense solves 9/10 these issues.
Maybe you haven't played the latest dungeons, which require immense moveability and quick repositioning when tanking: minotaurs, dogs and at least 1/2 the bosses. Most of those movements are indeed "random" as determined by various mobs or targets unpredictable behaviour.
I SAID AT RANDOM TIMES - not random places as in: A DD should always drop ultis on tank boss & adds where possible, and THEN THEE TANK should not move at random times. It is NOT a random time from tank perspective, if a mechanic happens. That is moving with intent.
You know what I meant too, so don't nitpick.
On PS4 the framerate drops significantly in trials and especially in vHOF. In fact the biggest challenge on console is not the trials mechanics but bugs (Lightning HA movement bug, visual effects bugs) and poor server, network, and console performance. the magicka nightblades would complain that one light attack out of two would actually trigger.
Also as the tank on Pinnacle factotum, the amount of lightning effects is exaggerated to the point where it was extremely difficult to the tell which of the 4 shadows had this light smoke effect during the shadow phase. (I wish they made that smoke effect more apparent somehow). Nevertheless we found a counter play.... but after 4-5 tries my eyes are tired.
We hope this change will significantly improve the gameplay on console.
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.
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.
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.
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.