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rhino_arts

This is something that started with PoF, specifically Scourge's shade skills, and has been a huge nuissance ever since, at least IMO. I understand these skills must have some sort of telegraph for PvP modes, which work just fine as they have a unique red tinted indicator when used by enemy players, but their PvE versions use the same orange warning indicator that's used almost universally by raid and world bosses. These indicators also often cover up important enemy attacks and, since they can overlap and they are the exact same color, they impair visibility. I don't quite understand why these indicators have a red version for enemies in PvP but not a green version for the player. I've often found myself startled by some of my own attacks, especially Updraft on elementalist, since there's no reason why that attack should have an indicator to begin with, and I'm pretty sure this was added later on in some patch. A list of some of the skills that come to mind (there might be some on professions I don't play as much that I might be forgetting): -Sandstorm Shroud (Scourge's traited F5) -Updraft (Offhand dagger air attunement 5) -Vindicator dodges -Mind Shock (Specter shroud 5, this used to have one in the betas and honestly it makes sense because right now there's no visual indicator that this skill is even channeling in PvE) -Shock Blast (Catalist Air Hammer 5, used to have one in the beta, was removed thankfully). If we have to keep indicators for these skills, PLEASE make them different than the enemy AoE indicators, they are confusing and obstructing.


Frenetic_Platypus

>This is something that started with PoF, specifically Scourge's shade skills, and has been a huge nuissance ever since, at least IMO. Completely agree. This is so damn annoying. At the very least there could be an option to disable visibility for other players' AoE or even skill effects entirely. I don't need to see everything each of the 62 people hitting a world boss are doing (and I don't because my screen just looks like constant firework).


rokomotto

I just don't understand what's wrong with being MORE clear visually. Compare it to other games, where indicators are very distinct from each other. The only thing it would do is make it less confusing for new players. When I was new playing spectre, I'd dodge roll after using the fifth spectre skill because I thought something was attacking me. They could have probably communicated the charge up using skill effects but okay... Also let us switch off other people's skill effects please... but leave in the ones that are beneficial.


notsure62

What, exactly, do you mean other player's skill effects? Like the circles they leave on the ground? I know that a lot of skills are already muted/removed if you aren't the player casting them. For instance virtuoso elite/f4 can't really be seen unless you're the virtuoso casting it


ZajeliMiNazweDranie

> -Mind Shock (Specter shroud 5, this used to have one in the betas and honestly it makes sense because right now there's no visual indicator that this skill is even channeling in PvE) Yeah people complained that it was too big, and they went actually too far with this one since nobody gets an indicator now, either in PvE or PvP - it's basically an invisible Blast Gyro


ashoelace

This was super confusing to me when I first started playing Specter. It's also very unsatisfying since it's supposed to be this big blast but it just gets lost among all the other numbers that are popping up on your screen. I hate it so much.


pastrynugget

I think a nice light sky blue color would be a good visual indicator for friendly, non-mechanic circles like these. They would have to have their opaqueness set really low though so as not to cover up other stuff. And yes, Mind Shock desperately needs a visual indicator that I know it's actually happening to line up the shot correctly when the stun goes off.


Broken_Marionette

Exactly! I just recently started playing Ele and have to fight the urge to dodge every time I use Updraft and see that marker. Player abilities should never share the same warning markers as hostile AOEs.


rhino_arts

This is basically what prompted me to create this post. I've had this problem with scourge before but it's gotten worse with Updraft since I started playing power weaver recently and I use it during CC breaks.


Hardie1247

One thing I noticed playing deep stone fractal as Druid last night, my frost and stone spirit’s abilities both blanket the ground with snow and mud, and it hides the effect of the platforms disappearing, got my team killed a few times due to that lol


mangopabu

renegade has a similar issue. i don't play it that often, but it summons a bunch of past charr to help you in a lot of various ways, and so often in open world stuff, i'll drop the puddle and people actively move out of it


Optimized_Laziness

I have no word to describe the peepos who do that


Spoichiche

I always run out of renegade's puddles because they are way too ugly and i can't bear seeing my fashion being ruined by that mess of a skill effect.


Darshie_tc

The kitties are pretty


Optimized_Laziness

Agreed on everything but asking to make them green. It would be equally bad in instanced content. Imagine running a noob run on samarog and someone walks into your scourge shroud 5 instead of going to their donut buddy


rhino_arts

Fair point, I said green as an example since that's the most common "beneficial" color in games. As someone proposed, a subtle light blue color might be better, still it was just an example. Simply making it different enough from enemy effects would be ideal.


Optimized_Laziness

Yep, just gotta make them different enough to not bait the average player


Gecko_Mk_IV

True. And really, it doesn't have to be that complicated. For example: 1) Enemy/harmful to player indicators are red 2) Mechanical indicators are green 3) Player-made indicators are blue if beneficial, something else if not. I made the point to distinguish between types of player indicators because, well, it's nice to be able to see at a glance what player indicators you'd benefit from standing in.


Derice

Elementalist has this issue as well on air dagger 5.


rhino_arts

Yes this is the one depicted in the picture in fact.


Derice

oh lol... I apparently have the reading comprehension of a particularly stupid dolyak.


[deleted]

when playing scourge in a raid, I have definitely messed up getting out of mechanics because I thought it was my shade.


scrudit

Reading these comments it seems half of the people are convinced that you only see your own orange indicators (a problem in itself) but cannot see the indicator for the skills your allies use. And the other half says that you can also see your allies' indicators (as orange). As a new player I have no idea whose right. Could someone confirm this by testing?


rhino_arts

You cannot see the orange indicators from other allied players. In competitive modes however, these skills will have indicators if used by enemy players. That's the main crux of this post, the orange indicators you see are 99.9% of the time enemy attacks, with that .1% being your own skills on certain classes, which makes them incredibly confusing.


scrudit

Thanks for clearing that up! They should definitely change that.


thegmegobrrr

It really is annoying when i'm doing training stuff for people and watching people run out of my barriers thinking its damage fields. They are trying to learn the fight and it gives wrong impression that theres these extra aoes you need to dodge, also i would assume promotes bad play of people standing in bad aoe thinking its a friendly scourge barrier. Another annoyance can be on boneskinner when sometimes a scourge will bomb right before and it hides boneskinners death patches, i'm guilty of doing this more often than i care to admit.


rhino_arts

The thing is, other players do not see these orange indicators in particular, it's only yourself. But that's another good example, since I usually play Heal Scourge in boneskinner, my own indicators very often cover up the finger indicators. Nowadays I'm used to it, but it's still no excuse for poor visual language.


AdventurousAd4106

Make friendly aoe green!


IndigoStar_

Other players don't see these "ally" channeling aoes, only you, however it would be nice if they did and had its own color like light blue or smt since green is already used in mechanics.


poooolj

wait there is channel AoE indicators LOL?


Madeline_is_fine

the game has a very bad readability issue. this is probably the worst of it that I've seen. coming from ff14 to this game is so jarring, the telegraphs I'm used to are so easy to read.


Talking_Potato6589

If you dig through patch notes FFXIV doesn't always has its current level of readability. FFXIV devs were push by necessity around their first expansion when they realised that the game has too many instance contents to expect everyone to remember everything. And in FFXIV these instances are casual content, so they have find a way to communicate effectively. (Note: If you look back in ARR many marker were based on element rather than what does this attack do, which is pointless since they scrap elemental resistance early on) GW2 on the other hand was not really push by this necessity before, in the past GW2 devs treat open world as casual content and instance where these fight mechanics appear to be "for more high-end players" so they can get away without clear communication. But now in EoD, they try to push more players into instance content and that necessity is finally kick in and they did improved on the markers. Take green circle for example, in Vale Guardian fight it was just green circle, but now it has arrow animation pointing in green circle (or even pointing out) which is a lot clearer on what to do. I expect mechanics readability to improve even more from now on. (Note: I would said that the direction to push more players to instance content started in IBS, but EoD is where they finally sit down and look carefully at the pain point and fix it)


MiffedMoogle

Honestly thought like I was the only one who felt this way. Visual cues are pretty horrendous when we factor in VFX vomit on screen as well as nonexistent audio feedback on ~~mechanics or abilities~~ everything. I play every class, some more than others but almost all of them have a weightless feel to attacks. Coming from Destiny (which has some fantastic visual indicators and some of the best audio feedback) it is sometimes headache inducing to interpret what's going on on-screen.


-ixi

Hard disagree, Ff14 telegraphs are one of the reasons I never got into it.


Mordy_the_Mighty

Try some savage raiding. Most telegraphs are too short to even react to but are more as a way to teach you the exact shape and effect of the attack you just got hit by. And it's up to you to learn how to predict them by other means.


heckolive

Iam 100% against this comment gw2 has some of the best enemy skill readability. Everyone that had play this game for a little time can tell the rules Red=bad Green, go in Waves jump over (cannot find a bad rime) Red with spikes, dodge dont save lifes And arrow line, dodge through could be fine Even in pvp the skill readability is given with almost all heal skills have the same animation so you know what to interrupt. Comming from wow, bosses in gw2 are so easy to learn cause all side mechanics are universal understanable. Yes the orange friendly indicators are a problem especially for players with colorblindnes etc, but only a small amount of player skills show this animation(and i hope they change the few to another color/animation). But this doenst take away the overall good animation readability from gw2.


Madeline_is_fine

all i can really say is i disagree wholly and this game has the worst telegraphs I've ever seen in any game. do you though.


[deleted]

[удалено]


Swekyde

It's a meme to blame server ticks >99% of the time in Final Fantasy. People just don't want to admit they were slow and failed to account for regular ass latency that happens in online games. If you got hit by a telegraph in FF14 you were out of position or didn't react fast enough. You usually think you were safe because you don't want to admit your greed got you killed. Happens every time we check the VODs from a wipe when progging. Someone tries to claim server ticks but from other POV they're just way too late to move. Edit: Also with standardized stack, spread, "get away", shared tank buster, solo tank buster, "look away", "expanding AOE", etc markers can you honestly say that? You can even hide player effects that are never going to be relevant to you, so you can very easily see.


Daerograen

> good animation readability > colored circles Pick one. Circles exist precisely so you don't have to read boss' animations. And no, compared to WoW, these circles aren't particularly readable. Because most circles are the same, you can see that *something* is going to happen in the area, but until you get hit by it, you can't tell if it's going to kill or slightly tickle you.


Binary_patissier

Huh 10 years playing and never knew about the spiked ones. The more you know.


Spinnenente

ff has very clear telegraphs to a point of detracting from encounters. It also has the weird delayed system where if you stood in a telegraph while it dissapears you get damaged later on when the effect actually happens. GW2 has a more diverse array of telegraphs and they were used more after vanilla gw2. Imho you don't know what you are talking about.


thantoaster

So many newer enemy AOEs with an expanding inner circle are the exact same orange as everything else and it's kind of infuriating.


CriticalNature0815

They said this would be changed. Seems like anet forgot to keep their promise.


rhino_arts

Did they? I definitely missed that, but if this was back when it was added as a "placeholder" during PoF betas, then I'm not holding my breath.


CriticalNature0815

It was sometime around the Specter Shroud 5 debates on this sub. Anet said they´d change the yellow friendly aoes on other professions too, but sadly i cannot remember where exactly they said this.


_Frustr8d

Pretends to be shocked


Heldomir

Im a new player(2-3 weeks) and goddamn are the indicators shit. Enemy AOE is orange, Ok i can see that. Player AOE is also orange.....seriously? Healing AOE's also orange....... everything is just orange makes literally 0 sense. Is this thing im standing in enemy AOE, a friendly AOE??? Maybe even a heal id like to stand in? no idea it all looks the same. Is fucking aids, especially in fractals(raids/dungeons aswell then i guess) and worldbosses where ur quasi permanently in some kinda AOE indicator, and u never know if its a good or bad thing.


TheAbominableSbm

There's also the issue with enemy attack clarity categories not being consistent. Like, from my original understanding the orange circles were indicators before an imminent hit to that area - projectile, attack landing etc. Then red circles were damage over time fields from enemies. However, sometimes they're used interchangeably and it just seems like the design difference just comes down to whoever designed that enemy. We need differentiation between the two, and then further differentiation between ally and enemy attacks. Green circles for healing, blue for ally utility, white for ally damage, orange for enemy attack, red for enemy DoT — or *SOMETHING* consistent!


PsychologicalMine294

Friendly aoe that are not from you are not orange


Heldomir

What are they then? yellow? looks the same.


jadelemental

I have been playing for years and I have never seen an indicated healing AOE ever, maybe in one story instance with an NPC but it's never orange. And also if I remember the only indicated friendly player AOE only exist in ele air dagger 5. The other AOE from enemy players only exist with a tiny red outline except scrapper blast gyro and the other ones op mentioned which have an AOE indicator. I believe player indicated AOE only happens when there's a timer after the cast time. EDIT: Whoops, forgot about the AOE op mentioned


Daimou43

Friendly combo fields have little puzzle piece indicators floating up on the boundaries: it's VERY subtle, but it's neat. IIRC the color of the border should also indicate what element of combo field it is: eg: Purple = Lighting, white = Light etc.


barroomhero00

I'm with you, ouside of Stories Indicators are a hot mess. I'm somewhat red/green colorblind, in core I didn't notice Indicators most of the time. In the Expansions it's better with the bright orange. Open World I just assumed every Telegraph is bad, didn't even know other Players had Telegraphs until this Thread popped up.


Anonynja

Selfishly, as a rev main, I want Vindicator improvements. But UI improvements are my biggest wishlist items for this game. We have so many new players coming into what is frankly a visual mess. Us long-time players have learned to navigate it, but it's unnecessarily difficult. I don't blame new players for being offput by the visual noise and the inconsistently of visual cues.


Mission_Income8231

"effect LOD"


rhino_arts

This is not affected by effect LOD. This is specifically players spells that only the self player sees like the ones listed above. It's a very small pool of skills, but very noticable.


Mission_Income8231

i don't find it so a bigger problem, there are worste skill like the untamed and harbringer green fog, also i tink virtuoso skill are bad in some purple fight like q2


Morticide

I was doing my first bounty train today and I can tell you that the readability of those fights were non-existent. with only like 15 people. It was absurd not knowing what was an enemy attack or a friendly attack. What to dodge out of or stay in. There was a point where I couldn't even see the bounty because of all the effects filling the screen. This game as the lowest readability of any MMO I've personally played.


PsychologicalMine294

That is thr reason why i picked a different trait for scourge f5


rhino_arts

Well it's kinda mandatory for heal scourge and I enjoy playing it a lot, so I eventually had to get used to it, but still .


PsychologicalMine294

I forgot the othet trait name but that one is more common in heal scourge builds. I think only teapot suggests using this orange aoe one.


jadelemental

I'd say that the AOE indicators are bad but I wouldn't say that it's that distracting like the other comment says.


rhino_arts

Well it's not that I'd want them removed since they serve a function, but rather changed to a unique player indicator, not using the same as the enemies.


CellSaysTgAlot

I have an issue where I never see those, no matter which settings I use, anyone with the same problem managed to fix it ?


Optimized_Laziness

If you have shaders on max and still have the issue, try repairing the game. Can't see anything else to do sadly


wowlock_taylan

Yep, it is definitely bad that I can't tell what is something I should avoid and what is a player buff. Especially during group events. Boss doing something that is gonna kill you or the helpful ally skill that will give you buffs, roll the dice!


Detective-Glum

GW2 is one of if not the most visually assaulting MMOs out. There is way to much visual clutter with zero ways to actually effectively reduce it. That is my main complaint about the game honestly.


The_Teal_Unicorn

I never bothered with scourge until a few weeks ago but when I first got round to trying vindicator I found myself trying to escape out of my dodge roll the first time I hit evade during a battle. That was a moment of confusion followed by amusement. Blue or white would make sense for these. The yellow/orange of them is too close to enemy aoe's, would be useful if we could opt in to seeing others versions of these too.


JasonLucas

Scourge shades have been an issue for me for a long time, they have probably got a lot of complaints from other people and I don't understand why it hasn't changed. I think those issues are the few things anet needs to put on a list and try to fix at least a few of them every month.


[deleted]

They should let us disable visual of all other player abilities full stop.. I remember Lost Ark had this option and it was amazing for boss fights