nebula3832 wrote: »It would be really helpful if zos could in future design dummy that can fight back with all in game mechanics and area of effect display.
I for one struggle in world to see mechanics while so many others visual displays are also going off to see enemy's effect and learn those mechanics.
nebula3832 wrote: »It would be really helpful if zos could in future design dummy that can fight back with all in game mechanics and area of effect display.
I for one struggle in world to see mechanics while so many others visual displays are also going off to see enemy's effect and learn those mechanics.
Soooo.....actual in game content? (Dungeons, delves, arenas, etc.) Go jump in and test stuff out.
nebula3832 wrote: »I for one struggle in world to see mechanics while so many others visual displays are also going off to see enemy's effect and learn those mechanics.
Slimecrawl first boss in FG1 was commonly used as an target dummy before we got them.Dungeon bosses are dummy enough and there is a variety of difficulties to choose. Most dungeons can be soloed. And hot pink definitely helps. (If you have never tried to solo a dungeon, try Spindleclutch. Easy and mechanics.Vaults of Madness is fun too.)
Now this was actually an pretty cool idea.MudcrabAttack wrote: »I’d like a boss “dummy” for housing that can be programmed for a patrol route, and goes into preset combat moves when you get too close. It’s like a way to build your own dungeon to share with others