Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 35

Hybrid View

  1. #1
    Player
    hamsteak's Avatar
    Join Date
    Aug 2013
    Location
    The Moldy Ul'dahn Sewage System
    Posts
    366
    Character
    Hidden Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    i don't think that's a good idea because of lazy dps/different classes have different physical/magic resistance, it wouldn't make any sense if it was the same color for everyone
    (2)

  2. #2
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    Ew, no. This would just lead to DPS prioritizing their rotation over moving out of yellow/orange aoe's.

    They already facetank enough, thanks. :/
    (1)

  3. #3
    Player
    Raxion's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Raxion Gunsoul
    World
    Brynhildr
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    While it would certainly be helpful, I don't think they'd be able to do that. Each job will take different damage from different abilities. It'd have to pre-calculate how much damage it's going to do to your specific character. I just don't see how that'd work.
    (0)

  4. #4
    Player
    Titor's Avatar
    Join Date
    Apr 2014
    Location
    Garlemald
    Posts
    1,228
    Character
    Titor Jaraba
    World
    Balmung
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Poringing View Post
    I prefer if they changed the AoE markers to represent how dangerous it is, like:

    very feint yellow : estimated <20% HP damage
    (current) orange: estimated 20-50% HP damage and/ or mild DoT
    (slightly darker than previous) red: estimated 50-99% HP damage and/ or disabling debuff or severe DoT
    dark purple: estimated >100% HP damage and/ or lethal debuff
    This was one of the biggest learning hurdles for me getting into the game. Sometimes I would move out of a very low damage AoE and end up making the rest of the party mad since I was moving around so much, and other times I would think I could stay and then end up dead. As a result I just dodged all AoEs even when unnecessary or hindering the situation.
    (0)

  5. #5
    Player
    saeedaisspecial's Avatar
    Join Date
    Sep 2013
    Posts
    290
    Character
    Kool Kat
    World
    Excalibur
    Main Class
    Alchemist Lv 50
    I'd rather we had one color for generic AoEs.
    That way the unique boss-specific ones like CT/Primal AoEs can actually stand out/feel unique.
    (0)
    Last edited by saeedaisspecial; 08-02-2014 at 02:47 AM.

  6. #6
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    487
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    (3)

  7. #7
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by WellFooled View Post
    I'm all for options, that would be awesome but, if not that, I much prefer the new indicators to the old. Particularly the waves. For me it makes the danger more noticeable when there are moving parts to the indicator.
    My only problem is they can sometimes be difficult to see if I'm standing in water (best example is the Hellbender in Brayflox's Longstop).
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    I wouldn't mind this. Even during the early days of the 2.0 alpha/beta we didn't have them. It was kind of neat.
    (0)

  8. #8
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Eekiki View Post
    My only problem is they can sometimes be difficult to see if I'm standing in water (best example is the Hellbender in Brayflox's Longstop).
    Its funny you mention Hellbender. For me that is the most stand out case of how hard the red AoE indicators were to see, but I find the new ones much more clear during this fight.

    But if there's one thing this thread seems to have nailed down is that what works for one person may not work for the next.
    (1)
    A true paladin... will sheathe his sword.

  9. #9
    Player
    Mizar's Avatar
    Join Date
    Sep 2013
    Posts
    17
    Character
    Rhaegal Dreadfire
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by 3Jane View Post
    Get rid of the damned idiotic things completely. We had to learn the fights properly back in 1.0/1.23.
    Terrible idea.

    Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.

    Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.
    (0)

  10. #10
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Mizar View Post
    Terrible idea.

    Let's turn the game from: Complex fights where you can design the encounter around the fact that there will be clear indicators for you to REACT.

    Your idea: Let's provide a guessing game for abilities or force people to watch cast bars and pay attention to even more stuff onscreen (animations, possible unclear/blocked) so that they can run to the forums to complain.
    Yeah, gods forbid you actually have to play a game instead of "press X now to dodge".
    (1)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast