You're right on the ball. I HATE having to look at my debuff page (Wyrms lament 2, HELLO WORLD, relativity) it makes my eyes hurt, it makes my head hurt...
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This is actually one of the only things that blzzard did better when they created the game overwatch... In order to keep people from getting frustrated, they used a calculation that "Favors the shooter" so if YOU are not standing inside the animation on YOUR screen... you live. this means that OTHER people might see you STANDING in the mechanic and live, but thats because you're the one lagging and on your client you where not standing in the mechanic when it happened.
I think that programming would be an improvement in this game.
The one thing I don't understand is why the whole cast bar-animation shenanigans are not consistent, for instance in E5S to dodge Judgement Jolt you had to watch the animation whereas in pretty much every other mechanics you're supposed to look at the cast bar
Damage snapshotting as the cast bar ends is fine for me, but the animations badly need work. I don't see why animation can't happen as the damage is about to occur, rather than a second or two after. It really only serves to bait players in some cases, such as people claiming Suzaku EX's colour phase was bugged or laggy when in fact they were simply reacting by the animations and would have been fine by walking into the explosion from the previous tile. Or many players on EMEX Full ranks moving too late, because they're trying to watch for a safe spot between the line of gunship fire instead of simply walking into it while dodging the soldiers. You constantly see new players dodging a mechanic as the cast bar ends, then waiting for the big swing or explosion animation to finish before moving back to melee range. It's just habit.
Another thing I'd appreciate is better responsiveness on things like tank CD's. It's tedious to use Vengeance or Shake it off while the cast bar is at 80% and the boss mechanic simply ignores it. There are other games where you could react at the last 1% of the bar and it would register. If there was some way to work that to check for mitigation better, it would be a rather nice QoL change.
Depends on the length of the animation for the move.
So there is a reason for it, but unless they make the mitigation happen separate from the animation it's just something tanks gotta note and get used to.
Could be a cool QoL though. I agree there.
Same.
Changed my life.
Yeah no they're right tho.
Why the hell do we have to fight the UI when the artists put so much work into the models and animations.
Like e10 was good with that kind of thing. E11 was kinda iffy since it's just the particle effects giving you info, and you have to determine what those particle effects are actually doing by reading the castbar and memorizing the fight.
I'm having a blast in DR savage with all of the interesting tells the bosses give, and while the arenas are still just squares and circles, they still do interesting things with them.
I really hope they bring some of that design philosophy to more mainstream content and refine it. (more stage interactions pls!)
I've been playing this game since launch. It took a while to get used to the delayed animations, much more so back in 2.0 when the netcode had not been updated.
(Landslides everywhere.)
I understand your frustration, visual cues and feedback are extremely important for smooth, reaction based gameplay. Watching your character run out of the explosion only to get hit five meters away because your were still in the AoE when it resolved feels extremely jarring. You feel like the game is cheating you when the visual feedback doesn't represent the reality of the situation acurately.
Unfortunately this isn't going away anytime soon. The system has been established, and apparently it can't be changed due to the code of the game.
The only solution is to adapt to it, or simply not play.
Netcode would have to be improved for one, and latency/ping would become way more of an issue if you wanted to do this.