Quote Originally Posted by Chopstix View Post
talking about addle, feint and reprisal

there isn't even a way to tell w/o a combat logger

reason for all this is that even though the animation might be coming straight from the boss, the actual dmg source is an entirely different entity that is often not targetable, let alone existing anywhere in the arena

seems like strange coding to me, or is this in fact intentional? to herd the group to use one of the 3 elsewhere? but again, it happens often that there is nothing to use it on for a rather long time, and how the heck r u gonna tell in the first place w/o a third party tool

reprisal in particular, u have 2 in a group both on a minute CD, guess i'm just gonna mitigate some autos? or not even because boss is casting but the dmg isn't even coming from them

wishful thinking but some positive change here would be nice

/rant over
Yes, I wish something would be done about this. I had no idea until super recently, when I was informed by a friend of a friend who knew a guy who saw with "special glasses" that damage wasn't coming from the enemy itself, but from environmental elements emitting the damage. This entire time, I'd thought I was helping to mitigate stuff like that, but nope!
I wish this game had more feedback when stuff works properly. If you nail a positional, I wish the skill made a slightly different and more satisfying sound. If you got a mitigation off in time, I wish the impact sounded... idk, muffled? Or had some kind of visual indicator so your team knew that you had their back and -- most importantly -- so we'd know what actually worked outside of eyeballing the damage taken. You can look at the combat logs later, but I want immediate visual/audio feedback that it worked right then, at the time of it working. It'd make the game way more enjoyable. Or failing that, if you're gonna make attacks come from something you can't mitigate, let the players know somehow.