Long time coming. Ground effects in WoW have probably the worst visibility of all the games I know.
I approve these changes.
Blizzard saying they were satisfied with the visual clarity of the effects in S1 to Max in that interview after making a big point that they wanted to improve visual clarity like a year ago was a real ? moment.
So they're going to improve it, right? Right...?Nothing in this article actually suggests Blizzard is going to change anything about these indistinct cones.
We also need proper telegraphing of when the cast finishes so we don't have to stare at cast bars. Take Prey, the swirly there is perfect when it comes to seeing when it will hit you. In Nexus point on the right side the black circles with ghosts moving inwards is also a pretty good indicator.Talking about nexus point, the left side is the complete opposite. There are smaller pink swirlies and bigger pink swirlies. One of them requires you to move out instantly, and the other gives you 2 seconds or so to finish a cast. One of them stuns you, one of them will deal a ton of damage and likely kill you on higher keys.Good luck finding out which is which and whether or not you can finish your cast...
Don't you get it? They think it's a "fun" difficulty increase to make things harder to judge. Actual damned.
You just want the game to play itself for you at this point.
I've kept saying this. To avoid this they should give up using the same color as the thematic. 1- A frontal / AOE should have a precise outline color ( green if beneficial, red if dangerous, blue if soak for example ) 2- For accessibility , they should also have a unique look based on if they are beneficial hostile and such ( the soak mechanic is already a good example ) 3- If you want to not break the immersion ( for example, a fire breath ) you keep the outline red green or blue , very distinct, NOT BLURRY, and the inside is still fire. I personnaly don't care if it's "out of context " in a given raid but at least all the future issue will be solved, it will be clear, and avoid any frustration. ( And its the same issue about WQ , in one WQ you have an item you have to use on the mob, either accessible through the quest menu side, or in the bag, or sometime you just have to select the mob to use it. they should make a single behavior and make it baseline. Same way for the portal, either pass through , or either click, not randomly depending of whatever reason for the same type of portal)
Emberdawn just killed a friend of mine twice the other day because the cone doesn't have a hard edge and he didn't know it worked that way. After that he was frustrated and made another mistake in the dungeon. Then he wanted to call it an early night. This stuff really annoys some people more than they think.I'd also add an AOE radius indicator around the bird on the first boss of MC because if you're melee and to the side or behind it while it's charging someone else, you'll still get hit.
I believe dread breath is intentionally that way. People just have to pay attention to the giant arrow above their own head. If you run it out when it targets you there should be no need to even have the cone visual .
The "learned valuable design lessions" in TWW. Then they forgot everything the next season.I guess 12.3 we'll have them again?
I mean these were pretty good in TWW, what happened
Super weird that they Just reverted the great visuals from tww.It is Not really a big problem though. I justtake one step more to be sure If the rare case happens where a frontal could hit me
What's weird is they mostly fixed this in TWW, but for some reason, whenever the devs have been asked about this, they say they're happy with where it is. I don't know why some frontals are clear, and others are not. I wish they would just not leave them like that for the entire season.
As long as they keep the visuals thematic to the encounter, I'm alright with them tweaking it to help people out. Personally I've never had an issue (or very rarely), but totally get that the problem existsI just don't want it turning into 'bright orange for every mechanic' like FFXIV had, which immediately made me not interested in the instanced combat over there. I think one of WoW's strengths is how the bosses' mechanics and effects fit their themes and end up adding a lot to the feeling of them .w.
Obligatory blue post comment saying they will improve and learn from their mistake for the 345426th time for it to happen again the very next season.Remember Dawnbreaker existed and still hasn't been fixed depsite being in 2 different seasons.
Blizzard would rather have pretty visuals than easy-to-read attacks for their players.
you mean like the visibility in dungeons?that were such a huge thing in the last expansion and for this they just did not do it ?cant see most of frontals were they start or end this season, amazing job Blizzard