The problem extends into most aspects of the game but it is the absolute worst in m+. You have a million castbars going on at the same time while there are a ton of swirlies on the ground while there are also sanguine pools on the ground covering up the volcanic spots on the ground when youre trying to dodge the random thunder swirlies all while youre trying to figure out if the fire spewing everywhere is the mob doing something or your party member popping a random trinket.
There is just so much stuff on the screen constantly to the point where it almost feels impossible to tell what the game is actually trying to Telegraph to you.
If I didnt have DBM yelling at me every 3 seconds in a dungeon I would have no clue I was standing in a sanguine pool hidden under all the crap nor would I be able to find the correct person for the thundering mechanic if DBM didnt literally mark it out for me.
Playing other mmoâs or even wow classic makes me realize how nice it is to have visual clarity.
Yet another problem wowâs main competitor FF14 does not have, even though they have a million lights on screen you always know what they are, itâs always clear, and you always know how to react because the game trains you to do so. Maybe blizzard can improve in a likewise manner.
FF14 encounters feel very deliberately designed. You can quite easily tell what things are gonna do and how to handle them even going in completely blind just by looking at it. They also make sure not to overlap important mechanics with needless visual noise.
Wow feels very much like âlets just throw as much stuff on the player as possibleâ there feels like there is very little rhyme or reason to it and sometime you feel like you get completely screwed over by how certain mechanics overlap.
I would argue the new player experience is way better. It is slow for sure, but you follow a completely linear narative from start to finish and also unlock game features as you go through the story, it is extremely easy for a new player to follow along with the narative and get familiar with the game.
The new player experience in wow however can be extremely jarring, I have tried introducing my friends who dont really play mmoâs to it on multiple occasions and its always the same deal. They get off exiles reach and suddenly there is no linear narative to follow and almost every single part of the game is instantly presented to you.
It is definitely more convenient to players who are already familiar with the game or are experienced with mmoâs in general but for new players it is a completely different story.
Agree. Dungeons are just a hot mess of spell effects layered on top of each other. Itâs one of the reasons I prefer to run the old dungeons instead of the new ones. Not every mob needs to have 3-4 different spells, frontals, swirlies, etc to make the game interesting. Itâs just too much at this point
I actually like the chaotic way WoW dungeons work. Keeps you on your toes, you know. FF dungeons are very pretty and very original, and the music there is always top notch, but they just donât feel engaging somehow. Too easy, too slow.
But Blizzard sure could tone down a bit the frequency at which all these effects happen. There are new trinkets, flasks, boss mechanics, even talents and plain channeling casts that require you to stay still for N seconds, and you just canât, lol.
But without all that how could we have a RWF? Imagine this game being accessible for everyone without having to do split runs, designing addons around 10 billion lightning aoe effects?
WoWs best raid times were when bosses had 1-2 mechanics per phase which wasnât hard to understand and you could even just watch the boss animation to understand what to do.
Thatâs why Ulduar hard modes were so successful. You didnât need addons, you didnât need a guide to understand the mechanics, your screen wasnât clowns carnival with fireworks and it still was tuned so perfectly that a lot of guilds could progress.
Indeed
After like 4 or 5 dungeons you feel burnt out lol
Too much stuff going on and too much clutter.
Perhaps not the best dungeon design
But i do enjoy the chaotic atmosphere in these dungeons, itâs like youâre constantly dancing at the edge of a cliff.
The mechanics have become more streamlined though. You know you have to dodge swirls. You know circles around your character should not hit anyone else. And you know âfountainsâ (itâs what I call them!) need to be soaked by people! Bosses have audio and visual cues that are appropriate.
I wish the swirls on the ground had a clearer edge, but I disagree about the FF14 displays, I find them more of an eyesore. The fact that so many abilities use the same neon ground marks is less immersive to me and makes it feel like a dance then an epic encounter.
If the boss is hitting you with Earth then I want rubble effects to dodge. If the dragon is going to breathe fire on the group I want the intensity of the fire build up to be the cue, not some long rectangular shape on the ground that I know exactly where to sidestep to safe.
Yes, you miss some exact timers, but instead you start learning the encounter pattern. There are a bunch of sounds, emotes and visuals in each encounter that will give off what it happening next.
I tried DBM again last week, but once again I realized that it mostly does the same as the game, just in a more obnoxious way. That is clutter!
I use it once in a while, but I have concluded that it barely does anything the game doesnât already do if you only raid heroic and do mythic+(canât comment on mythic raids as I donât do those) I think most use it out of habit and customized warnings, but it is a lot of unesessary clutter on itâs own.
On the topic: I had no hard time so far seeing what is what and what is where. True, I deliberately play ranged since as melee I wouldnât be able to see jack .
This is the only issue Iâve found. But thatâs me.
Youre not wrong. I fear if they do something about it they make it worse though.
An example for the other way around is Elder Scrolls Online. The effects in that game are so subtle, you need to read the chat and the shouts of bosses to know something is going on. And most of the time you just die with a wiff because the boss did his mechanic.
The other players effects youre supposed to react to are also very poor, you mostly do it on instinct or when the buttonprompt shows.
Honestly, I take the flashy combat over the other one.
Middleground I honestly have never seen in an mmo.
I canât believe it when people say they want the effects to be toned down, itâs like âlighten upââ all the pretty colours and lights going at once is what makes it special, why would you want it made more boring?
At least they should add some kind of dial so that the people such as myself who like it as it is can keep it this way and those who dont can tone it down.
Also I too would say erase DBM. You donât need it at all. The game clearly tells you through voice lines or an onscreen message any mechanic you could need to know. You donât need it and never have done.
ââIf I didnt have DBM yelling at me every 3 seconds in a dungeon I would have no clue I was standing in a sanguine pool hidden under all the crapââ
You would the screen turns red along the sides, there is a sound effect, it is obvious. I did aload of mythics yesterday without DBM, and then the raid without DBM, and was fine.