Feedback:User/Gaia's Wrath/Provide more informative Special Effects
Provide more informative Special Effects | |
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User | Gaia's Wrath |
Categories | Mechanics Player interaction |
After watching many of the press beta videos, which I enjoyed a lot (thank you!), I heard a constructive comment by one reviewer named Totalbisquit that seem to resonate with me. He said the particle effects in the game need to be toned down some because they seem too flashy than the effect warrants. In one video example of his an elite or "champion" boar is attacked with so much fire spells or effects that the huge fire effect on the target begins to stretch the reality of the game and loses some quality of immersion. The target seemed like one walking bonfire who happened to be fought in the middle of the woods, which according to the reporter you'd think the whole woods would ignite in flames! With so many abilities with their accompanying effects taking place on your target or self, the effects lose their meaning by the convolution of graphics. After a while, combat starts to look like a ephemeral Jackson Pollack painting where effects in play are too challenging to interpret such that finding an appropriate ability to respond with in a timely manner seems more daunting than it should be. To reduce the hodgepodge effects I suggest:
1)Temper down special effects relative to their actual damage or significance to the battle. If the "damage over time spell" is doing only 1% damage on the boss, dont make whatever effect so grand as though it were about to kill the boss or target. Or maybe increase the intensity of the graphic as the target's life gets closer to death, which may help the players understand better the target's condition. (see my Health Bar substitute suggestion for more ideas on creating better game immersion)
2)Make the powerful spells or abilities reflect the greater grandiose special effects, not the less powerful, spammable spells or abilites. For example, for melee, have their chain abilities effects reflect the stage of their chain; the greater the damage/effect, the significant the special effects! This would help all in battle understand something significant is about to happen and you need to prepare!
3)Lastly, I just want to reiterate--balance form with function. Effects provide players not only with eye candy, but as importantly, information to use to help in their decision making in combat. Let's not stray so far from it's most useful function and have the grahics, the special effects, communicate as clear as possible within the hodgepodge battle frenzy to help players make better more strategic battle decisions. I like to see fireworks, but if I see it all the time it starts to lose its magic. Just as in gw2 beautiful artwork, pick your spots to use greater contrast for greater overall effect. Thank you. --Gaia's Wrath 14:03, 22 February 2012 (UTC)