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  1. #1
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90

    Too many buffs/debuffs makes new ones invisible

    If an enemy is selected, you can see buffs and debuffs on that enemy below their health bar. There is a limit to how many will be displayed here, but not to how many can be on the enemy. So, in huge fights (S ranks, Odin/Behemoth), there can easily be so many buffs/debuffs on the enemy that you can no longer see new ones.

    There is an option in the settings to turn off the display of other player's debuffs. While that's awesome, it doesn't fix the above issue. There are times where I can only see four buff/debuffs on the enemy, but it will look like one of my debuffs is down when in reality it isn't. Or, worse, I'll be fighting the infamous Newbslayer (Hellsclaw) or Agrippa, and there will be so many debuffs on him that I can't see the reflection buff. I've died many times to both of them due to the reflection when there were zero icons displayed in the creature's status effects list.

    In short, when we have turned off the debuffs of other players, could we please have them not count toward the display limit?

    Also, while we're on this topic, could we please have an option to only hide debuffs from other players that stack? So, we would still see useful things like Storm's Path/Trick Attack, Virus, and so on, but we wouldn't see Windbite, Circle of Scorn, Bio, Bio II, Miasma, etc.

    That would be really nice!
    (3)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  2. #2
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Yep, this suggestion needs to be taken seriously. I'd like to see stacking debuffs more easily to facilitate tank swaps better, stuff like that. A small QoL change that would make tracking the important things easier (since it's unlikely we will ever get add ons to help us filter some of the noise).
    (0)

  3. #3
    Player
    gamesmart's Avatar
    Join Date
    Aug 2013
    Posts
    525
    Character
    Marcus Deston
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    There actually is a hard cap of 60 debuffs that can be applied to a mob at any given time - any new ones completely nullify old ones at that cap. If it is something as large-scale as S/Odin/Behemoth, the server is also probably struggling to keep up with all the data being sent and received in one zone (see S rank reward display being delayed for a very long amount of time after the mark actually dies, even though the reward itself is immediately distributed), so it's quite common to see buffs/debuffs not appear. (That said, I don't think Hellsclaw even has a buff when it uses Counter Maneuvers or whatever it's called - at least, I've never seen it.)

    With all of that said, I'm all for seeing only the non-pure DoT debuffs, even though I think debuffs that do more than just damage are prioritized over the rest anyway. I've never missed seeing a Trick Attack Vulnerability Up debuff in ST, and it's usually on the first line of status effects.
    (0)

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by gamesmart View Post
    ...
    This truly only became an issue when *gasp* hunts came out with the S ranks. It becomes a problem when the game doesn't even display their buffs either...a problem for Deathclaw and especially Agrippa The Mighty. With Behemoth or Odin, not so much because they don't really apply a buff to themselves that results in retaliation.
    (0)

  5. #5
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90
    There is definitely a buff icon for Counter Maneuvers, and it's different for physical and magical countering. However, I've had him use Counter Maneuvers when his status bar was full of debuffs (which were all invisible to me, btw, since I don't display other players' debuffs) and no buff icon appeared. However, attacking him resulted in me being counterattacked with the damage listed as being from one of his counterattack buffs.
    (0)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Nyalia View Post
    There is definitely a buff icon for Counter Maneuvers, and it's different for physical and magical countering. However, I've had him use Counter Maneuvers when his status bar was full of debuffs (which were all invisible to me, btw, since I don't display other players' debuffs) and no buff icon appeared. However, attacking him resulted in me being counterattacked with the damage listed as being from one of his counterattack buffs.
    There is, but it won't display properly if the status is filled with too many debuffs.
    (0)

  7. #7
    Player
    Tsukino's Avatar
    Join Date
    Mar 2011
    Posts
    1,142
    Character
    Tsukino Mahou
    World
    Adamantoise
    Main Class
    Pictomancer Lv 100
    As a summoner main this has been driving me nuts for a long time. I end up having to keep track of what I think the timer is in my head, or just cast the "missing" debuff along with another to renew it. I can tell it's still on because Fester still does full damage, I just can't see it displayed. And the OP is right, the option to toggle other people's on/off has no effect whatsoever.
    (0)

  8. #8
    Player
    DoctorPepper's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominza
    Posts
    922
    Character
    Doctor Pepper
    World
    Cactuar
    Main Class
    Samurai Lv 70
    I don't really care about the limit myself but it would be nice if it at least prioritized your own debuffs over other peoples. I find that in alliance based content like ST I'm not able to see my own debuffs/dots sometimes which causes me to reapply them earlier than I should be.
    (0)