Um...>.>...I did notice that the mob also made a gesture before it performs it's aoe attack...so the circles and the animations will go hand in hand.



Um...>.>...I did notice that the mob also made a gesture before it performs it's aoe attack...so the circles and the animations will go hand in hand.
つ ◕_◕ ༽つ Tackle box or riot! つ ◕_◕ ༽つ



Toggle please? ^_^;;
From an immersion stand point I really hate rings on the ground and if I can turn them off I do so. The only time that's an exception is maybe during hard dungeons or something. I don't actually have anything against the feature itself, but I would appreciate a way to not see it. Same goes with other visual cues like that and floating names, and other UI features.

Well this will help alleviate people thinking 'I was far enough away when the explosion went off.' There are plenty of animations that simply don't show the full range of an aoe effect in many games. I personally like the aoe rings and feel it brings much more to the game than it takes away.

I cant speak to it being bad quality or design.I dislike this addition. It's a cheap way of telegraphing enemy attacks and screams low quality. I fear that if we are allowed to turn it off in the options then people that chose to do so will be at an extreme disadvantage due to developers not giving enemies proper animations or attack patterns that one can easily distinguish.
By allowing the "AoE Rings" you are as a community allowing bad quality in future updates.
It beats having to use a third-party program for these "advantages", as some have done in XI. I'd rather SE just create it themselves.

To the person talking about Tera that is a lie, there are moves with AOE circles. Don't be fooling yourself. Source? I been playing the game since Korean Beta, stopped after the shit fall of Westernization of the game (right before the relaunch).
Edit: There are moves and skills that go un-circled, but these skill usually involve some non form of charging. (in fact that has been brought up here, that aoe circles are only for charging aoe skills.) But the reason why that they could even get away without AoE circle in Tera is the fact it is a action based MMO. You are supposed to be moving at all times. While FFXIV is partly hybrid, it is still the standard MMO.
Last edited by Kairukun; 06-05-2013 at 03:24 AM.


I'll concede this much: It was an oversight. It was not a lie, nor am I fooling myself. Frankly, attacks with a visible marker are so greatly outnumbered by those without that I actually forgot they even existed when typing that post.To the person talking about Tera that is a lie, there are moves with AOE circles. Don't be fooling yourself. Source? I been playing the game since Korean Beta, stopped after the shit fall of Westernization of the game (right before the relaunch).
Edit: There are moves and skills that go un-circled, but these skill usually involve some non form of charging. (in fact that has been brought up here, that aoe circles are only for charging aoe skills.) But the reason why that they could even get away without AoE circle in Tera is the fact it is a action based MMO. You are supposed to be moving at all times. While FFXIV is partly hybrid, it is still the standard MMO.
You're right, some of the attacks have a ring, and those tend to be targeted ranged attacks of some sort. However, compared to those without a visible ring, the amount with one is negligible. At level 57, I've fought almost every BAM in the game (not including bosses, etc) at least once. Each had, at most, 2 attacks with a visible ring. Meanwhile, they had at about 6-8 without. And the attacks without one vary enough that knowing how to read them is critical. There are point-blank AOEs, lunging attacks, leaping attacks, charging/trampling attacks, conal AOEs with no indicator, circular AOEs with no indicator and so forth.
So, even including your correction, my point still stands. Having indicators showing where 1 to 2 attacks will hit only helps you against those specific attacks, and is certainly not enough to walk away victorious. All the rest still require you to learn and recognize the enemy's "tells", then swiftly and accurately respond to them.
You still have to learn them. You still have to effectively avoid them. And it can still be done without rings, markers or other visual aids to make the fight manageable. You just need to pay attention and be responsive... which is the core point of my post.
As for your second paragraph, abou thow "TERA's an action game and you're always moving"... See, this is why I pre-emptively address remarks such as I do. Because sure enough, given enough time, someone is going to make those statements. You hang around a forum long enough, you begin to recognize the popular/typical canned responses, and you soon become able to predict exactly what arguments you're going to see before they're even made.
It's funny, then, when someone - such as yourself in this case, Kairukun - proceeds to make one of the very arguments I already addressed anyway.
Allow me to quote myself in response to your argument:
To expand on that point, there are myriad MMOs, and other games, with boss encounters where animations/tells and specific patterns are the only indication a player has to go by to predict and prepare for what it's going to do next. That includes action MMOs, "point and click MMOs", Tab Targeting MMOs, and everything in-between.And please, nobody say "well, TERA's an action game, FFXIV Isn't... so it's not the same" because that makes absolutely no difference here. Whether the combat is point and click, Tab Targeting or Action-Based, it would apply exactly the same way.
The idea of bosses and major encounters telegraphing their attacks is completely irrelevant to the specific combat mechanics. It can exist just as comfortably in any scenario.
My point stands.
Last edited by Preypacer; 06-05-2013 at 07:12 AM.

This seems to be a case of "why is this game accepting more casual players. I want it to be stubbornly hard."
They're going to continue to add features that will make things more comfortable to those of us who do not enjoy beating our heads against a wall. The sooner you accept this the better.
Accept it and either embrace it or move on to a game that more suits your tastes.



The rings add another cosmetic option for players to see as cues, rather than resorting to the only alternative: waiting for the text to pop up:
Ifrit is readying Vulcan Burst.
Its a good thing. 'Nuff said.
While I'm not a fan of this really, we have had text since the first MMO's giving us the same warning and often times it was faster/more efficient than the animation anyways. I'm sure you can still look for the casting animation and it might be faster that way, however since there was almost always a text prompt in the log you can't say it is the end of the world.
I just hope it doesn't look too tacky in practice and is not overused.
This doesn't have anything to do with learning abilities and tells. Even that doesn't tell you EXACTLY the range of the abilities. A smart player shouldn't even need the feature, as they should be anticipating the attack to begin with. However, the existence of the feature doesn't harm the smart player, and it helps the newer / novice player learn.Learning enemies by "reading" their animations and learning their "tells" is a very long-standing means of learning and defeating enemies in games - MMOs and otherwise. You only have to read the chat log, or look for circles on the ground, if you never bothered to learn the encounters.
Seriously. It doesn't hurt you, if you don't like it, turn it off- I'm sure there will be an option as there are options for almost anything else you can think of. Let it be there for the people that will benefit from it.
It's not like this is a new thing, anyway. The damaging areas during the garuda fight were clearly marked with visual effects, the areas ifrit attacked had clearly visible visual effects prior to the actual damage. Are we all noobs because we saw the cracks and said "oh shit, I gotta run or I'll die"?
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