You play a class like Havoc that has to play like a coked up ADHD squirrel to do any damage, and then in 20ish keys, you get one shot by a frontal you flew into that barely had any visual indicators while you were avoiding AoE ground clutter.
Of course you can avoid all of these but the difference between specs like this and a chill ranged spec watching things from a mile away is stark when it comes to one shot bs mechanics that you have to squint at to parse what’s happening among all the trash, spell effects and mechanics. Again, of course there’s plenty of stuff for ranged chars to avoid, I’m not playing victim olympics here, but there is no reason not to have very clear indicators for all the mechanics in the game.
This is a plea for Blizzard to STOP making abilities the exact same color as the instance/boss room, to add visible cones before every frontal, preferably with a smaller inner circle on the ground indicating the cast time without having to stare at bars and weakauras, and for all swirlies, bs hitboxes like the mushrooms and eggs in DHT, and everything of the sort to have a clearly defined area showing the exact point of contact.
It is absolutely possible to do this while still maintaining immersion and without ability indicators looking like a clown fest, they just refuse to do it for some reason. I use the bare minimum addons because I hate screen clutter and the game looking like a flight simulator dashboard, but the baseline visibility for many mechanics and without extra addons is just awful.
It’s been a problem the whole expansion and for many years in general. Sarkareth was horrendous for this, same with Amir bosses that spam the same thematic abilities as the boss room.
Fyndral and Fyrak are great however, a clear distinction between fire abilities and a green/nature based environment.
Yeah I hate those in particular. it’s what makes FF extremely non-immersive for me along with raids being boring platforms like it’s an arena fighter, lame as hell.
It never really comes in handy because your movement abilities should be on cooldown most of the time, you compromise your mobility to do damage. It only comes in handy for fights where standing still disincentivized like one of the phases for Waycrest first boss etc.
I also hate having to be mobile for all the mechanics that require careful stacking, staying away or in a particular spot etc. it’s a handicap far more often than not.
Visuals are awful in WoW. Either there isn’t a clear edge to the effect OR the colour schemes are similar and all blend in to each other. And don’t get me started on how bad all effects are on uneven ground or stairs.
I agree with the effects being terrible on stairs and uneven ground. But the effects are good enough on normal ground imo. It has no need to be precise. It should be a hint of whats coming so players can figure it out during the fight not the game literally telling you what to do. We arent playing dance dance revolution
Given that the most popular raid mechanic is “Boss throws patches of stuff on the floor like an angry monkey”, i can forgive people for that mistake, IMO.
Demarcations should be precise, if the difference between standing in something and just outside it is literally life and death (For the character, anyway)
I have the problem with Smolderon too. Its orange upon orange upon orange and it all blends into each other. Same goes for the Tree lady and her lasers they just blend into the floor and I miss them.
We are though, distance yourself from the game and tell me what are you playing when you’re running around avoiding 15 different swirlies and frontal cones. There is absolutely no need for ambiguity in mechanical tells and their exact hitboxes because the game is made worse by it.
You either have to move further away than what is necessary to be on the safe side, or guess the exact centimeter on the floor that can be difference between life and death and pray you got it right. We are playing floor is lava but don’t know where exactly lava is.
Having to farther than necessary sucks for both range and melee since you’re wasting dps staying away from melee range, or having to move longer than necessary which means not casting for longer.
U can call it the theory of conspiracy but after 20 years of wow not a lot change about this .
The more u fail the more u will play simple as that , that’s at least what they think .
And they’re wrong. Wiping on council feels completely different than wiping on mymue. Latter is precisely what causes people to burn out.
And on a different note, playing something that relies this much on reflexes, movement and perception below 60FPS is absolute nonsense in my book. In the early 2000s it wouldn’t have occurred to any hobby gamer to play CoD, CS and later LoL with so many fps drops.