lol never i look at my hp not random numbers wasting brain power lol.
If i can see brain freeze with my ui everyoen can see fix your interface /show it .
lol never i look at my hp not random numbers wasting brain power lol.
If i can see brain freeze with my ui everyoen can see fix your interface /show it .
Iâm not referring to my own brain freeze, and I absolutely guarantee you that you cannot watch out for the brain freezes of arena opponents and party members. At all. Ever. And donât tell me the solution is weakauras, I will frigginâ slap you.
why would you care watching it on your teamamtes? ?
Use weakauras.
Because him getting one can be enough to enable aggressive play - but nobody ever capitalizes on this because they canât see it, and when they donât realize the enemy has it, which they never do, they might just plain die.
I will show you my full interface in arena : [Preformatted text](https://imgur.com/a/B6Uc1e3)
@Elahri https://www.youtube.com/watch?v=_FNYpgd6WB4
And for feral it is blood.
Yeah thatâs not gonna detect it.
ye i only detect stuns/debuffs and such or i see someone with big cd do not look for so mini things .
Reset your settings to default ?
i got flagged for nothing,bruh
In fairness, while I absolutely agree qith this point, there is more at play here. Namely, the fact that an ability can in one instance deal 5k, and in another case 18k or more damage.
Shadowbolt for lock is another great one. On its basic form, it deals a measly 2k ish damage. Less?
But when all stars, legendaries and pvp talents align, it can hit for over 48k damage.
Thats 24x times its normal damage.
The variance is the problem, which results from the fact that classes have been designed since legion in a way that primary abilities and cooldowns cause you to deal way too much damage.
In the past, say, MoP, my slam on my warrior actually dealt a ton of damage. Despite being a filler ability. Hell, it even had a talent that made it deal more damage (trauma). For the past 8 years, its been all but impotent filler that you only ever press not to cap on rage.
Returning to the point, if we take that frostbolt, or that shadowbolt and instead increased their baseline damage to, say, 8 to 10k, and reduced the highest damage with all cooldowns and procs aligned to something like 17k. Thatâd mean that the abilities, on their own, actually feel exciting and good to press all the time rather than 20% of the time when your class has its cooldowns up. At the same time, that damage is now more readable and reactable, because ylu know you need to respect even those baseline abilities, but on the other hand they will not randomly take away 80% of your health in one hit.
Great Post and and a lot it legitimate points.
Hope this thread goes upâŚ
Youâre using Celestial Alignment, heâs using Incarnation. Theyâre 2 different abilities, incarnation has a much bigger visual, CA doesnât have any afaik
Itâs not a latency issue. Itâs how theyâve built the game. Itâs intended functionality.
I wouldnât say theyâre doing a good job at it when you think youâre out of it and still get hit by it and thatâs an intended function.
Itâs just the way the game is designed, the game registers your position when a cast finishes, not when the animation lands. It works both ways because you can also move back inside a mechanic after the cast finishes and not get hit. Personally I think boss mechanic readability is better if only because everything is so telegraphed tbh. But I think this topic is more in regards to player abilities, not raid mechanics necessarily.
In fairness, while I absolutely agree qith this point, there is more at play here. Namely, the fact that an ability can in one instance deal 5k, and in another case 18k or more damage.
That is the point. There are a few hidden effects that make this happen and because theyâre hidden it causes confusion.
The variance is the problem, which results from the fact that classes have been designed since legion in a way that primary abilities and cooldowns cause you to deal way too much damage.
Absolutely. This is a very important point, but letâs not ignore the fact that many of these starts that have to align are invisible, hard to spot, and in some cases even hard to work out where they come from, and this is a huge part of the problem.
Returning to the point, if we take that frostbolt, or that shadowbolt and instead increased their baseline damage to, say, 8 to 10k, and reduced the highest damage with all cooldowns and procs aligned to something like 17k. Thatâd mean that the abilities, on their own, actually feel exciting and good to press all the time rather than 20% of the time when your class has its cooldowns up. At the same time, that damage is now more readable and reactable, because ylu know you need to respect even those baseline abilities, but on the other hand they will not randomly take away 80% of your health in one hit.
Yeah, this is something I really strongly agree with and Iâve made this point in the past as well. And SkillCapped made it recently as well. Have a like for that one.
Part of the issue of readability is that itâs the same spell that either does nothing or pops off to insane amounts depending on many contexts and multipliers, and some of them are really hard to notice, meaning you can get randomly globalled and just be like: â⌠what?â
Absolutely, yeah.
I donât exactly know what started this seemingly conscious - Or either blatantly ignorant way of game design. And its not like Blizzard has been unaware of the problem either!
Ion Hazzikostas has complained about the difficulty of designing encounters because of addons since Legion- Saying it is an ongoing armsrace.
Which would suggest it is blatant ignorance or lack of understanding, because the obvious solution to all these problems would be to make abilities more readable and reactable. That way nobody will need those addons.
I donât know, the whole game design since Legion just has felt extremely uninspired, aimless and blatantly uncaring at times. Whether it is some classes going without any adjustments for entire patches.
It feels to me like they will pull any other project out of their behinds than actually discuss game design especially in regards to class and encounter design, because it feels like a taboo to them.
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