I personally like the new target rings with the arrows. With some enemies it's not immediately apparent which way they are facing, which is problematic when they have attacks you have to be to a given side or behind to avoid.
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I personally like the new target rings with the arrows. With some enemies it's not immediately apparent which way they are facing, which is problematic when they have attacks you have to be to a given side or behind to avoid.
I’m in opinion of favoring the new target ring. It helps me visualize a lot non-telegraphed AoEs so that I only need to scoot tiny 1y within enemy’s hitboxes.
The new taregt ring is basically useless. I especially noticed this at the second last boss in Delubrum, the one with the fire and ice. There is a mechanic where the boss faces a random direction and draws a weapon and you have to run either in front or behind the boss. The new target ring doesn't help at all here. Maybe it's easier for melee jobs, but as a ranged I can't see it properly.
The only usefull target ring is the one with the gap in the back. It's the only one where you can make out the direction from a distance.
I like the new targeting ring. It's the old one with a little extra QoL, which can be useful from time to time. The arrow indicating the front of the boss has been useful for avoiding frontal cleaves in Bozja for example.
This still exists. Bosses without a gap in the back of their target ring simply means melee positionals will work from all directions and have been a thing for a long while. The new target ring has arrows to help indicate front and sides, while the old ring had nothing.
For bosses like the Fire/Ice boss, you should stand fairly near the boss, giving you time to adjust. This is true for many bosses that have large cones or half-room swipes.
The arrows on the ring are awesome, it never really hit me until they put in. But this actually makes knockback mechanics like E12S Oracle of Darkness easier for people in a clutch where Gaia knocks you from her for several mechanics in the fight. The arrows are a visual divide of the boss in-half and as long as you are just below the arrows you will get thrown back instead of the side or forward.
So that helps progression, we've always known how this works just having another visual queue allows you not to overstep if you are coming in for a knockback.
I would like a simpler option
https://i.ibb.co/8927g4F/groundtarget.png