That's because tanks really didn't need to know anything beyond "Who's attacking me? Who's NOT attacking me?"
That's because tanks really didn't need to know anything beyond "Who's attacking me? Who's NOT attacking me?"
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Let me have my fun
But all considered, I think Add-Ons made WoW less enjoyable and less skill based. But the cause is more the lack of indication than higher difficulty that made Add-Ons so popular on WoW. Casting ability x on player x using the same animation as all other casts = when should the healer be concerned? The target knows. But by the time they tell the healer, it's probably too late. Individual skill combined with optional party supportive features will be what makes this game awesome. You can get by or you can kick ass with super awesome moves. The choice is there and the need to rely on others is decreased by a significant amount. I just think if there are things like damage meters in the game, it should be a minigame that makes sense within the game rather than a tacked on UI element.
Last edited by mmocc12e1a6c25; 2012-08-06 at 03:20 PM.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Depends on the tank. Blood Death Knights have been very interesting to play since around firelands as they required attention to not only who's attacking who, but also how much damage you're taking and when to decide to use your healing / bloodshield. Without addons it is almost impossible to judge the healing done by a death strike so in that case, an addon was needed.
By your logic, DPS would only have to worry about who they're attacking. It is a little oversimplified but it shows just how shallow WoW really is. ;o
Add-ons are created because they are needed. Think about it. Take ThreatMeter in WoW as example.
Yea, that. Plus a lot of games don't really have raid wide CDs on the tanking classes or they are insignificant. The sort of Shield Wall thing is mostly EQ/WOW artifact.
However. I have played a healer a few times in other games and still didn't find much reason for addons. In Warhammer, the default frames were fine. In Rift the default frames were fine. In GW1... well, in GW1 the UI told you ONLY what was important to know. RA, no raiding addons needed. Nothing of the sort in FF11, EQ or Vanguard either.
There are some Secret World addons out there but they also don't seem useful over the default features. Some of them seem really obtuse.
To me the value of addons are in the QOL features. Which again, I think a game should have to ship with in the first place. As concerns GW2, I don't think they missed much on the QOL front except the most minor inconveniences like town clothes swapping or auto-repair and the like.
As a healer, I tricked out my raid frames quite heavily. Lots of condensed information into that little space. Allowed me to see which allies had PW:Shield on them still, without having to target them (as well as PoM, Weakened Soul, Grace, Renew, etc etc), which allies had a debuff I could cleanse, without targeting them. Allowed me to see if they were already receiving a heal from somebody else in the raid. Allowed me to see if they had aggro from a mob, with a simple glance at the UI instead of going "That mob is targeting them. Are they taking damage?"
Not to mention the @mouseover bindings that I used specifically restricted to the UI space of my raid frames, thus allowing me to use my mouse/spells normally elsewhere.
There's a difference between "necessary" additions and "valuable" additions.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Isn't there an option to simply only show things you can cleanse and your own buff on the raid frame? I may be wrong, I haven't played World of Warcraft in a long time. But I feel like that is the way of most MMO raid frames.
As said above, there's a difference between "necessary" addons and "valuable" addons. Just because you don't need it, doesn't mean it's not good to have it. You might as well say that I don't *need* wireless bluetooth to call people on my cell hands-free, or that I don't *need* internet access on a smartphone.
---------- Post added 2012-08-06 at 10:32 AM ----------
Don't know. The default raid frames were pretty fail, so I never paid attention to whether or not they were improved over time, but I know for sure they never showed as much information as Vuhdo.
Vuhdo could even show things like how many players are clustered together within a certain yardage, for the most efficient usage of Chain Heal, simply by putting numbers on an ally's HP bar that represented the number of allied targets in range.
Last edited by DrakeWurrum; 2012-08-06 at 03:34 PM.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
After 4.0, that's included in the baseline functionality, turning the standard Blizzard frames into a baseline Grid-lite type of feature. Having it stock for everyone is a very awesome thing, rather than the expectation that you need something Anet themselves aren't offering.
That's what ANet's going for. If people feel they're missing something (a PvE death log) let them know.
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It isn't a matter of simplicity, it is a matter of enjoyment. All these things are what other MMOs do wrong. But let me break it down for you:
Real threat comes from those who are most likely to hit you and to do the most damage. For instance, if someone is standing near you and is powering up big attacks that could be interrupted, they are more threatening than the guy with a shield and butterknife. Threat should not be based on whatever the excuse is for threat in EQ standard MMOs, it should be based on who is the most likely to deal big damage to you in the near future, taking into account their distance from you.No Threat Table = No Need for Omen or Threat addon
This is what is called dynamic combat. This is a leap ahead of other MMOs rather than a simplification in the game engine. In certain situations you get the chance to throw out that big powerful attack but more often than not you'll be switching between weapons, controlling the enemy's abilities/movement and throwing yourself around the place to avoid being killed. Nobody can just sit there spamming the same rotation.No Consistent DPS due to dodging attacks / randomized threat = No Recount or DPS Meters
Tanks are explained above. Healers are an obsolete role in games. They are often boring and shallow roles that don't allow you to feel the gravity of the fight. It also means the other players are less likely to move from a damaging attack because they know they can get healed through it. This is not normal behavior. You don't jump off a cliff because there's a hospital at the bottom.No Tanks or Healers = No Need for Healing or Damage received meters.
Randomness in fights often makes the fight more interesting and more fun. When you know 30 seconds beforehand what the boss is going to do, you have plenty of time to prepare for it which makes the fight an extremely dull experience, whereas if you don't know what is coming next, you must rely on your reactions and on your knowledge of the profession.None Scirpted Boss fights = No need for DBZ Deadly Boss addons
Do I need to explain this? Bagnon is an addon that should have been shipped with release. Separate bags is just annoying and inefficient.Built in Bag sorter / bag compactor = No need for Bagnon
This is directly caused by the game's dynamic world. Things are constantly changing and certain events won't be available under certain conditions. This makes the world feel more alive and questing feel less like a shopping list of tasks.No Quests Logs = No Need for Monkey Helper / quest helper addons
Again the healing point. Healers = bad gameplay, lazy design and breaks the game.No Direct target healing = No need for Grid or Healbot
Profits can't be collected until you find an auctioneer but selling things on the fly is possible. This is more a convenience than anything else. Less time wasting, more fun.Auction house is accessable any wheres through your menu = no need for auctioneer addon
So does that simplify the game? No. In fact it shows how complex the game engine is and how powerful it is.
And add-ons in Runescape? Please. Don't make me laugh.
Worth noting that the bolded portion is often not the case in HM raid encounters.
It's also worth noting that randomness in boss fights actually gives you more reason to have a mod like DBM, not less. If the fight is predictable and you know exactly how things will go, you won't need warnings for the skill the enemy is about to use. You wouldn't get timers to be sure, but the big raid warning announcements of a big bad spell happening is still valuable. (Also would be OP, and not gonna happen, but that's beside the point)
Also, in regards to auctioneer addon: the auctioneer addon had nothing to do with accessing the auction house from a distance (could only be done as engineer crafting profession), but everything to do with managing your economic standing more efficiently. Quickly finding the cheapest prices of your mats, quickly selling your mats at the most cost-effective/cheapest price.
All of which is automatically handled by the marketplace, but I just wanted to make sure you aren't speaking gibberish.
Last edited by DrakeWurrum; 2012-08-06 at 04:00 PM.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Wasn't me who made the point. Just going through the list :d
But on WoW there are sections of most encounters dedicated to sitting there spamming the rotation even on HM. My point is that you cannot predict whether you can get that time to deal damage in GW2 and therefore might waste your cooldowns. Even if you had DBM in GW2, things can change so rapidly that there is no way it could keep up or effectively help you in any way. Also with the lack of DBM timers, you're still relying on fast reactions, effectively making the addon worthless in my opinion. But if people want more text in bold blue letters on their screen just to help them do something they should be able to do without much thought then you're never gonna be rid of addons.