1. #48821
    I don't know why but I laughed when I saw this in the preliminary patch note for 5.3 :

    "Attacks by the Coincounter in Aurum Vale will now have action indicators." (2nd Boss, the Cyclops)

    Swing (2 Hand) vs Swipe (1 Hand) is hard to notice guys.

  2. #48822
    Quote Originally Posted by MrTharne View Post
    Swing (2 Hand) vs Swipe (1 Hand) is hard to notice guys.
    No, of course it's easy to notice how many hands boss is using when you stare at its' back.
    Quote Originally Posted by anaxie View Post
    Looking for Raid.
    They never found one though

  3. #48823
    Quote Originally Posted by MrTharne View Post
    I don't know why but I laughed when I saw this in the preliminary patch note for 5.3 :

    "Attacks by the Coincounter in Aurum Vale will now have action indicators." (2nd Boss, the Cyclops)

    Swing (2 Hand) vs Swipe (1 Hand) is hard to notice guys.
    Same xD im surprised it took this long to add this.

  4. #48824
    The Insane Granyala's Avatar
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    Quote Originally Posted by MrTharne View Post
    "Attacks by the Coincounter in Aurum Vale will now have action indicators." (2nd Boss, the Cyclops)

    Swing (2 Hand) vs Swipe (1 Hand) is hard to notice guys.
    While it isn't hard to notice, I believe this is the first dungeon boss that uses the attack. So I can "kind of" understand why they allow the telegraph, so people can familiarize with it.

    Still, it's a lame move, further dumbing down stuff that was already easy to begin with.

    - - - Updated - - -

    Quote Originally Posted by Rogalicus View Post
    No, of course it's easy to notice how many hands boss is using when you stare at its' back.
    Then look at the cast bar and read the name of the cast.

  5. #48825
    Quote Originally Posted by Granyala View Post
    Then look at the cast bar and read the name of the cast.
    I'm doing exactly that, thanks.
    Quote Originally Posted by anaxie View Post
    Looking for Raid.
    They never found one though

  6. #48826
    Bloodsail Admiral Dugna's Avatar
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    I think the problem with the attack wasn't the indicator of what its doing its more so the range, the swing could look like it missed you and then you're dead. Not saying it was needed but thats most likely the reason for the change.

  7. #48827
    The combination of large area and the attack typically 1-shotting people means it might not be the best place to introduce people to non-telegraphed aoe.
    That said I do sort of wish there were a few more of those used, just to keep peoples' attention.

  8. #48828
    Quote Originally Posted by Gibblewink View Post
    The combination of large area and the attack typically 1-shotting people means it might not be the best place to introduce people to non-telegraphed aoe.
    That said I do sort of wish there were a few more of those used, just to keep peoples' attention.
    The problem is, based on my observations, most players are tunnel visioning their UI. I see people getting hit by the avoidable AOE all of the time, melee who don't realise the boss has moved and just stand there and people who're otherwise completely oblivious to what's happening around them while they hammer out their buttons.

    Part of this, as I've mentioned before, is due to the UI design. The other part is that jobs are getting very bloated in terms of their abilities and mechanics to keep track of. To put it simply, people are being given too much to divide their attention between and given the choice the buttons always win.

    I normally like to offer up some solutions to problems like this, but truth be told, there's a lot of interconnected problems to unpack. The easiest, and laziest, solution is just to throw telegraphs on things and hope players notice them - They're far more noticable than what a boss is doing from behind while its covered in particle effects. Especially if you're a healer and not actively targeting the boss to see what it's casting.

  9. #48829
    The Insane Granyala's Avatar
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    Quote Originally Posted by StrawberryZebra View Post
    The problem is, based on my observations, most players are tunnel visioning their UI.
    I'm used to playing according to the UI from WoW, to be honest.

    Mechanics where I need to watch whether the boss scratches his left cheek or pats his right shoulder have always been the hardest for me.
    On top of that, I hate it that FF-XIV does so little in the audio domain. You always have to SEE everything, instead of having mechanics you can do by ear, like in WoW.

    That is added to the bloated class design and poor customizability of the UI (DoT timers >.<) of course, I agree with you on that front.

  10. #48830
    Quote Originally Posted by Granyala View Post
    I'm used to playing according to the UI from WoW, to be honest.

    Mechanics where I need to watch whether the boss scratches his left cheek or pats his right shoulder have always been the hardest for me.
    On top of that, I hate it that FF-XIV does so little in the audio domain. You always have to SEE everything, instead of having mechanics you can do by ear, like in WoW.

    That is added to the bloated class design and poor customizability of the UI (DoT timers >.<) of course, I agree with you on that front.

    DoT timers always show... And you can move the debuff bar UI anywhere.... The only time it doesn't show is maybe in raids where it goes beyond cap but even that is being fixed in 5.3 I don't see how being able to move and resize EVERY element of the UI in the STOCK game without addons is poor customization.

  11. #48831
    I am Murloc! Kuja's Avatar
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    Are the maintenances really day long always? Is there any compensation added for such long times of not being able to play?

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  12. #48832
    Scarab Lord Kaelwryn's Avatar
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    Quote Originally Posted by Kuja View Post
    Are the maintenances really day long always? Is there any compensation added for such long times of not being able to play?
    Most of the major patches are 24hrs, and no there is no compensation for scheduled downtime like this. Only time they give compensation is if the game is down for longer than 24hrs.

  13. #48833
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    Quote Originally Posted by rhrrngt View Post
    DoT timers always show... And you can move the debuff bar UI anywhere.... The only time it doesn't show is maybe in raids where it goes beyond cap but even that is being fixed in 5.3 I don't see how being able to move and resize EVERY element of the UI in the STOCK game without addons is poor customization.
    I want them as bars that change colors, so I can see how long they last w/o reading the number. Also I want DoT timers for my focus target.
    Further on: I miss power-/weak auras. The ability to give out acoustic signals for procs etc and raidboss stuff was very helpful.

    The rest of the UI is pretty much fine with me, since it's rather similar to my WoW UI.

  14. #48834
    Man it feels like they really don't know what they want AST to be and as someone who loved it before Shadowbringers thats a real shame. I get the feeling its going to have a WHM style rework in 6.0 at this point. They just keep trying tweaks but it doesnt seem like theres a clear goal rather than experimenting. Maybe theres a new healer job coming in the next expansion and they are trying to ensure they dont make another problem later?
    http://theeorzeanfrontier.blogspot.co.uk/ Neckbeard rambling about this weeaboo trash

  15. #48835
    Quote Originally Posted by rhrrngt View Post
    I don't see how being able to move and resize EVERY element of the UI in the STOCK game without addons is poor customization.
    Because you can only move and resize them. You cannot alter their layout, remove individual bars, customise their colours and so on. It's fine if you like the default UI and think it's functional enough - It's terrible if you'd like to re-arrange or reorentate parts of the UI.

    I, too, would like to change my debuffs to have a visual countdown where the icon gradually greys out rather than a timer, sadly the default UI won't allow me to do so.

    If you want a good UI right out of the box, Rift has (had?) by far the best one. You could modify it freeform in game without the need for any addons at all. You could completely redesign the entire thing within 5 minutes if you wanted. It is (was?) absolutely fantastic.

    Quote Originally Posted by dope_danny View Post
    Man it feels like they really don't know what they want AST to be and as someone who loved it before Shadowbringers thats a real shame.
    I'm of the opinion that they dropped the ball hard on all healers this expansion. Scholar especially is so bad I moved towards playing a DPS instead.

    Astrologian's changes are more to how it's MP gain works more than anything else, including it with a card draw is probably the best way to encourage players to be drawing and using them on cooldown and is easier to understand than pre-emptively conserving it with Lightspeed.

    Sleeve Draw looks to be aimed at reducing the variance with getting 3 different seals. If I understand it correctly, you can use it to guarantee getting a seal you don't yet have in your Arcanum to reliably use Divination. Which is good, even if it stops you throwing out 5 cards at once along with Divination for some super super raid damage.

    I get the impression these changes are aimed more at making the job aproachable than looking to redesign it.

  16. #48836
    So the unreal trial and rng fiesta minigame its attached to were sadly exactly as underwhelming as they sounded. Literally 2 shot. The fact that the unreal fiesta is now going to be a staple part of the content cycles in place of what could have been something else bothers me....
    The fact that they even have the audacity to add an upscaled version of an ARR primal as a bullet point in their list of content for the patch is mind boggling to me.
    The new trial however is actually very cool though from a lore standpoint.
    Last edited by Delever; 2020-08-11 at 01:16 PM.

  17. #48837
    The Insane Granyala's Avatar
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    I think the Unreals are intended for people that never saw ARR primals with mechanics attached.

  18. #48838
    Well i finished the MSQ and everything happened exactly as i predicted which is a first. Great overall but it really makes Eden feel super detached. One tip i have is talk to every scion when you can during the quests and after. You can show Graha the wind up exarc for a little freakout cutscene and uriange comments on how places like the Azim Steppe may actually be named after Azem
    http://theeorzeanfrontier.blogspot.co.uk/ Neckbeard rambling about this weeaboo trash

  19. #48839
    So that one MSQ quest was like https://youtu.be/E13mGiziJm4?t=4

    (not a spoiler)

  20. #48840
    Elemental Lord Poppincaps's Avatar
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    Quote Originally Posted by Merie View Post
    So that one MSQ quest was like https://youtu.be/E13mGiziJm4?t=4

    (not a spoiler)
    Accurate lol

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