Sep 12, 2005, 02:09 PM // 14:09
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#21
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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/signed to the energy bar in party window.
It's not unrealistic either, I mean, we can magically tell at exactly what % of health all our allies are at, so why can't we telepathically read their energy levels??
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Sep 12, 2005, 02:38 PM // 14:38
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#22
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Lion's Arch Merchant
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And with any other company i would be sure this threaad would get ignored...but with Anet, perhaps we'll see this in whatever the next update is. It does seem like a simple, but very usefull change, with plenty of support.
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Sep 12, 2005, 02:59 PM // 14:59
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#23
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Lion's Arch Merchant
Join Date: May 2005
Location: Zaragoza, Spain
Guild: [ODL]
Profession: E/Mo
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Quote:
Originally Posted by Sluggs
What a terrible idea, oh I forgot, 3/4 of the players in this game have no idea what hitting T does or what a called target is. So allocating this key for the 0.5% of players using BiP or Ritual won't make much difference.
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Thats like saying "lets not give help to Red Cross, only 0.5% of the world population gets its benefits in the end"... If people don't have enough interest (I want to think it's interest, not a lack of intelligence, but who knows xD) on how to use the full game features, its not my fault, and so, the game shouldn't lack of these features, dont you think?
Also, nobody here tried to click "V"? It targets the closest Ally/NPC. Would be a great candidate for called energy/conditions targets.
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Sep 12, 2005, 03:28 PM // 15:28
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#24
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Desert Nomad
Join Date: Jun 2005
Location: Tucson, AZ
Guild: The Black Hand Gang [BHG] and The Black Helm Gang [BHeG]
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Seeing the blue energy bar would cut down on the need for that person to call it out (and spam spam spam). I don't think it is necessary to see all of the conditions on a player, as a monk I try to remove as much as I can, as fast as I can, anyway...
As my necro, most of the time it's easy to intuit when someone needs energy regen, because of the duration of the battles/damage incurred. BUT it would help the non-caster types see for themselves how much energy they cause their monk to use to keep them alive!
/signed
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Sep 12, 2005, 04:57 PM // 16:57
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#25
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Jungle Guide
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right. there are flaws in parts targeting.
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Sep 13, 2005, 12:24 AM // 00:24
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#26
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Followers Of Master Jack
Profession: R/Me
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Quote:
Originally Posted by Sofonisba
Seeing the blue energy bar would cut down on the need for that person to call it out (and spam spam spam). I don't think it is necessary to see all of the conditions on a player, as a monk I try to remove as much as I can, as fast as I can, anyway...
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I disagree, i think it's important to be able to identify specific conditions/hexes/enchantments.
1. Quantity. An ally with several hexes and conditions on him will be higher priority for the monk, than someone with one or two (depending on the degree of a particular hex/condition, which is another issue altogether). A monk should know who is the most severely hindered, without a spam of CTRL-clicks from each player for each hex/condition.
2. Quality. For example, an ally with Deep Wound is not as high a priority as an ally with Blind. Currently the only way for a monk to identify the distinctions in priority is for the allies to CTRL-click the condition/hex icon in the upper-left corner, and expect the monk to read the message in the tiny text window.
3. Fragility. If I am a monk and have Draw Conditions (which i usually do), and a party member is receiving 50 conditions/hexes, my first instinct is to draw all the conditions first, then worry about the hexes. However, if that ally has fragility on him, I could very well kill him drawing all conditions at once. But if i KNEW Fragility was on him, i could deal with that hex first.
4. Status Hexes in general. Some hexes are particularly threatening, others are not. Also, some are very short-lived, while others are extremely long in duration. It would benefit the monk to know if he is attempting to remove a hex worth removing, and not a hex that will die within 3 seconds, or a hex of near insignificance. Likewise with conditions.
5. Order. The order in which hexes/condtions are stacked could affect the decision the monk makes in both the timing of removals, as well as whether or not the effort is feesible.
6. Cool suggestion. If condition, hex, and enchantment icons get added to the health bars, a really cool effect would be for the condition/hex/enchantment remover to be able to target a specific condition/hex/enchantment, and use their spell on that specific item, as opposed to whatever is on the top of the stack. Targeting the health bar would remove the top of the stack.
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