John_Falstaff wrote: »@WrathOfInnos , can't agree more. By now, certain things should be part of core game; stands to reason that so few groups on consoles have the trifecta clears. Built-in dressing room and duration reminder would go a long way. Not sure if ZOS would choose to integrate raid notifier, and how far they would go - for one, many hints do make mechanics way more trivial, and for another, some telegraphs are pain to follow. So there's probably some balance between things that make group more efficient but are hard to implement in organic immersive way (callouts for ice tombs, various other timers) and just badly made telegraphs (not sure about others, but I never could see telegraph for Draining Shot). But some work on badly telegraphed attacks alone would already go a long way.
WrathOfInnos wrote: »John_Falstaff wrote: »WrathOfInnos , can't agree more. By now, certain things should be part of core game; stands to reason that so few groups on consoles have the trifecta clears. Built-in dressing room and duration reminder would go a long way. Not sure if ZOS would choose to integrate raid notifier, and how far they would go - for one, many hints do make mechanics way more trivial, and for another, some telegraphs are pain to follow. So there's probably some balance between things that make group more efficient but are hard to implement in organic immersive way (callouts for ice tombs, various other timers) and just badly made telegraphs (not sure about others, but I never could see telegraph for Draining Shot). But some work on badly telegraphed attacks alone would already go a long way.
Yep exactly. I don’t think base game should have text alerts to tell you when to block for example, but there are a lot of poor or missing telegraphs. This is especially true in Kyne’s Aegis, but most trials have at least a few. Like how Nahviintaas has a subtle head motion indicating thrash (that’s very similar to several other actions) instead of giving us a red ground indicator like in Lair of Maarselok for the same attack. Or how Llothis’ poison conal attack often deals damage before the ground indicator reaches the end of its reach, and even if you see it in time there’s no in-game way to tell if it is targeting you or another player without moving.