Well that alone makes my idea a bad one. :P
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This reminds me of the gutter gates at bowling alleys.
Yeah no. I was under the impression that simplicity was the goal of the development what with condensing skills and making jobs more accessible by those inexperienced in a job. Your analogy is more akin to something like having training wheels on a bike where I consider it more of a quality of life change to Dualcast. Now a flaw was pointed out for my idea and someone did offer an alternative.
I don't think we're having the same discussion here.
Youre asking to baby proof the job. It is already very simple. Basic math is all rdm takes. Once you get the basics down you can increase your dps by incorporating swiftcast, using your corps/displacement to manipulate mechanics, using manashift to extend foes, casting vercure during awkward look aways or boss invulnerabilities and other little potency gains. Once you level it, you'd understand why it is alright to be as it is.
Have you considered adjusting your UI? I have my buff bar, gauge, and my impact/verfire/verstone/verflare/verholy buttons all located in the same 2 or 3 inch square of my screen so that I just have to glance down at a single spot to know exactly whatever I need to about my resources, procs, buffs at any given time.
There is a distinct difference between 'simplifying' a job and dumbing it down and this kind of thing really feels like the latter.
I would suggest the Crystal on the gauge turn the colour of dc so people can look over.
Otherwise...I dunno what to tell you. I guess pay more attention? The job is already pretty easy...
The dc symbol pops up when ready, right in your face and it makes a sound.
I sometimes mess up dc when I'm pressing really fast so I just have to be more careful.
Oh I didn't know what it did honestly lol.
I just watched my numbers.
I don't see the point of an indicator from the job UI for Dualcast because it's always around after you cast something and the loss from accidentally using Dualcast on a Jolt, Impact, Verstone and Verfire is honestly minimal unless you somehow do it over and over and over again.
But the purpose of that crystal is to see if your black and white mana are balanced or else it'll change to the color of what's excessive.
It's annoying to "waste" dualcast , but this is part of your job as player to not get over enthused about punching buttons and mess up. It happens to everyone eventually just take it in stride.
It's not that horrible for your dps if you screw up and dualcast Jolt II. Yeah it's a stupid thing to do, but you're not going to suffer much from it.
RDM is already a terribly forgiving and non-complex job, they don't need to completely baby proof it. They have to leave room for some rotational mistakes.
This thread reads as "I screwed up my rotation slightly, please make that impossible"
Dualcasting Jolt is sometimes useful even. An example is a time when you need to be standing away from the group, and your mana is ready for melee combo, but you don't want to cap it out and screw up your verholy/verflare (and impact would put it too high). Or when you jolt once and your mana is at say 78/79 and you just need to push it over to get to your melee combo sooner.