AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
AvalonRanger wrote: »And, had better care united rule of this game.
Don't make too much irregular mechanism compared with overland.
(Well, newer DLC dungeon has good tutorial scene for specific game mech though)
I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.
As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.
How is this a UI problem rather than a learn how the mechanics work problem though? How is it a User Inferface problem to not know what X or Y thing is or does? Are you trying to imply that you should get some big pop-up before a mechanic that tells you how to do it? Like what's the correlation between the UI and knowing what the game expects of you?AvalonRanger wrote: »I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.
As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.
Sorry, this is another 100% wrong opinion. You misread this thread main theme at all.
Have you ever played "Dead Space" or "Doom eternal" ?
Those games are far more intense action game than ESO, and player must
response within tiny second period, otherwise "necromorph" will rip you off !!
We can't consider meaning of "Mysterious skull mark purpose" at the "action game"
by spending several minute (LoL, really nonsense.)
Regardless how dangerous it is, player must know situation instantly and Intuitively.
If we can't play the acton game like that style, then we lost "a pleasant sense of tension".
And game will become "boring" and "nonsense".
How is this a UI problem rather than a learn how the mechanics work problem though? How is it a User Inferface problem to not know what X or Y thing is or does? Are you trying to imply that you should get some big pop-up before a mechanic that tells you how to do it? Like what's the correlation between the UI and knowing what the game expects of you?AvalonRanger wrote: »I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.
As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.
Sorry, this is another 100% wrong opinion. You misread this thread main theme at all.
Have you ever played "Dead Space" or "Doom eternal" ?
Those games are far more intense action game than ESO, and player must
response within tiny second period, otherwise "necromorph" will rip you off !!
We can't consider meaning of "Mysterious skull mark purpose" at the "action game"
by spending several minute (LoL, really nonsense.)
Regardless how dangerous it is, player must know situation instantly and Intuitively.
If we can't play the acton game like that style, then we lost "a pleasant sense of tension".
And game will become "boring" and "nonsense".
AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.

HatchetHaro wrote: »AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!
Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.
HatchetHaro wrote: »AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!
Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.
I love that you put it over an image of Sanity’s Edge instead of HRC LOL.
HatchetHaro wrote: »AvalonRanger wrote: »HatchetHaro wrote: »AvalonRanger wrote: »I really don't like UI design of ESO from 2014.
Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?
I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.
Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.
What a nonsense.
[snip]
What you are describing is a player skill and communication issue, not a UI design issue.
Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.
Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.
If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
[edited to remove quote]
"What you are describing is a player skill and communication issue, not a UI design issue."
Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
can solve part of those problem, I knew it! But it's not real problem.
Well, this is action game. So basically it's a real time combat.
So imagine first attempting new fresh grouping mission.
(Well...I know ESO is not hardcore action game though...)
"Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
to what is unfolding right before their eyes.When playing action games, we want to experience
an immersive feeling akin to a live performance."
Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.
The player's intense sense of immersion would likely be shattered by a ridiculous accident.
I hope dev can understand what I really wanted to say.
Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!
Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.
https://youtu.be/hY4BbJ1S5S8