They removed the functionality because they didn't want you to have it. It's fairly straight forward.
They removed the functionality because they didn't want you to have it. It's fairly straight forward.
rob.munschub17_ESO wrote: »They removed the functionality because they didn't want you to have it. It's fairly straight forward.
I'm sure that felt clever to say, but it just doesn't hold up to a few seconds of logic. I'm sure they didn't WANT us to have it, but they constructed the game so you NEED it. That's not the players' fault. If they want it to be unimportant, then remove the importance of short-term buffs in combat. That is fairly straightforward. When you say "you don't need it," you are leaving out "to be effective."
There are many players who enjoy being effective as part of their combat experience. Relying on blind luck and RNG and button-mashing does not make a good combat experience for players who enjoy being effective. We have console games for that.
edit: dear lord my smiley is making animated winks at me. i am both amused and a little creeped out.
rob.munschub17_ESO wrote: »I'm sure they didn't WANT us to have it, but they constructed the game so you NEED it.
rob.munschub17_ESO wrote: »I'm sure they didn't WANT us to have it, but they constructed the game so you NEED it.
That is of course, assuming that you are only interested in playing a game where not being 100% efficient is both a fatal flaw and an unforgivable sin. Don't forget that before WoW, no MMO had those kinds of stats available, all of them had dozens of short term effects, and people managed to play the game just fine.
If it's vitally important for you to never miss on re-applying a debuff, then do what the bards in EverQuest would do - get really good at counting beats. You don't need numeric tactical data to use your skills correctly - you want it because it's easier and you're comfortable with it. Know that you can become comfortable without it as well. Also, the game's a lot more fun if you learn to relax and realize there's such a thing as "good enough."
rob.munschub17_ESO wrote: »I'm sure they didn't WANT us to have it, but they constructed the game so you NEED it.
That is of course, assuming that you are only interested in playing a game where not being 100% efficient is both a fatal flaw and an unforgivable sin. Don't forget that before WoW, no MMO had those kinds of stats available, all of them had dozens of short term effects, and people managed to play the game just fine.
If it's vitally important for you to never miss on re-applying a debuff, then do what the bards in EverQuest would do - get really good at counting beats. You don't need numeric tactical data to use your skills correctly - you want it because it's easier and you're comfortable with it. Know that you can become comfortable without it as well. Also, the game's a lot more fun if you learn to relax and realize there's such a thing as "good enough."
I don't believe disagreeing with your understanding of what is "necessary" makes me a "mindless follower." I happen to have operated at a very high competitive level in RvR in DAoC, PvP in Ultima Online and PvE in EQ, Guild Wars, WoW before it had 10 thousand addons which did your thinking for you, and mountains of single player games just fine without having detailed information about timers, buffs and debuffs.Zackizleb14_ESO wrote: »They advertise about the viability of PvP, the competitiveness, yet they limit you extremely.
...snip...
The fact the the devs, and some of the mindless followers think otherwise blows my mind.
Spacefiddle wrote: »It comes down to a subgroup determining that their play style and preference is "correct," and that everyone should be forced to conform to it.
Zackizleb14_ESO wrote: »You're wrong. SWG had buff/debuff monitoring. Was before WoW.
The fact that anyone thinks there shouldn't be some sort of Buff/Debuff monitoring or enemy resource monitoring blows my mind.
They advertise about the viability of PvP, the competitiveness, yet they limit you extremely. They say *** like "unfair advantage" but that is simply false. Visual cues are an unfair advantage. The fact the the devs, and some of the mindless followers think otherwise blows my mind.
I don't need to explain, its very obvious how.
Good day.
Spacefiddle wrote: »Your posts consist of hyperbole and the continued attempts to tie your position to being objectively correct by invoking the devs as being on your side. You are not addressing any actual point, and deliberately (or maybe not, you should probably go back and read again) choosing to toss out insults like "dramatic huff" and "impossible to play without robots." Nothing of the sort is occurring or being claimed, but that doesn't seem to get in the way of your grandstanding.
Present your viewpoint on its own merits or logic, rather than claiming to speak for all the devs. Maybe then your posts will have some weight.
There are no add ons that can directly track them. There are some that have work arounds that guesstimate.
ZoS has decided that giving you that information is an unfair advantage to other players.
They believe, wrongly, that their visual ques are designed well enough that you can accurately keep track of your buffs and debuffs without timers. What they don't say is that these visual ques overwrite each other, often don't work, and many visual ques share the same animations as others.
It doesn't have to be a big time jump to be true. He simply stated that "swg was released before wow." Even if SWG released Aug. 31st, 2001, then his statement is still entirely accurate and still wouldn't even be a point of debate.Edit: And just to further back up the timeline of the game you used as an example, SWG was released November 29th of 2000, and WoW was released September of 2001. Not a very big time jump there.
Real fights don't allow one to know when enemies are about to attack, or the duration of the buffs or performance enhancing drugs they may have used.
claudekennilol wrote: »It doesn't have to be a big time jump to be true. He simply stated that "swg was released before wow." Even if SWG released Aug. 31st, 2001, then his statement is still entirely accurate and still wouldn't even be a point of debate.Zackizleb14_ESO wrote: »Edit: And just to further back up the timeline of the game you used as an example, SWG was released November 29th of 2000, and WoW was released September of 2001. Not a very big time jump there.
TheRedMage wrote: »They believe, wrongly, that their visual ques are designed well enough that you can accurately keep track of your buffs and debuffs without timers. What they don't say is that these visual ques overwrite each other, often don't work, and many visual ques share the same animations as others.
Agree'd, I often don't notice my shard procs because it doesn't stand out in lightning form