Y'know, one of the things that's always bugged me about enchantments in the upper left corner is that I never know when they'll be finished. I'd like to suggest that they have a little effect similar to the cooldown for regular skills on your skill list where instead, it'll make a clockwise shadow as opposed to a clockwise lighting up.
Just a thought.
Enchantment Timer
1 pages • Page 1
Enchantments are generally permanent, or else they don't last too long. Usually players get a feel for when they're about to run out simply from using that enchantment for a long time, or based on the skill recharge timer.
I'm not saying it's unnecessary or unhelpful, but truthfully, I don't want to see my nice enchantment/stance/condition icons uglified with a timer
I'm not saying it's unnecessary or unhelpful, but truthfully, I don't want to see my nice enchantment/stance/condition icons uglified with a timer

J
Signed as well, plenty of enchantments available that outlast their recharge time (Zealot's Fire for instance), and hexes/rituals/conditions on you could do with a timer as well. More verbosity levels on them would be nice: besides being able to see the remaining duration, I wouldn't mind seeing the attribute level they were cast with either (especially useful for hexes), you can currently determine this by hovering over the description and mentally reverse-engineering the values but that's far from practical.
Additionally ctrl-clicking them could be similarly enhanced to provide more information about the effects to your teammates: "I have a level 8 Backfire hex on me! (9 seconds remaining)", "Level 6 Symbiosis ritual is in effect! (75 seconds remaining)" "Level 16 Divine Boon enchantment is maintained on me!" etc.
Ofcourse the lack of info could be part of what constitutes 'skill' in this game - experienced players will know when to optimally recast enchantments and such to save energy; more info could also clutter up the interface, I just think a duration timer wouldn't hurt much if for instance done in a similar fashion as skill recharge (clockwise sweep).
Additionally ctrl-clicking them could be similarly enhanced to provide more information about the effects to your teammates: "I have a level 8 Backfire hex on me! (9 seconds remaining)", "Level 6 Symbiosis ritual is in effect! (75 seconds remaining)" "Level 16 Divine Boon enchantment is maintained on me!" etc.
Ofcourse the lack of info could be part of what constitutes 'skill' in this game - experienced players will know when to optimally recast enchantments and such to save energy; more info could also clutter up the interface, I just think a duration timer wouldn't hurt much if for instance done in a similar fashion as skill recharge (clockwise sweep).
Valid arguments. But the point I was trying to make (as a farmer who uses Zealot's fire) once you see Zealot's Fire become bold colored again, I think "Oh crap, 30 seconds left. If I can't finish this next mob maybe I should recast Zealot's Fire"
And maybe, just maybe, that's what ArenaNet wants? Because, I'm sure they had the foresight to know that a enchantment timer would have been nice.
And maybe, just maybe, that's what ArenaNet wants? Because, I'm sure they had the foresight to know that a enchantment timer would have been nice.
That's what I was pondering about as well (dealing with the lack of info being in part what constitutes player skill). A good healer knows exactly when her Healing Seed runs out, for instance, your example of Zealot's Fire is another clear one. But development time is finite - they could have designed the information to be deliberately limited as you suggest, but it's equally possible for them to have just focused on other things, which would leave this a valid suggestion for whenever they decide to investigate ways to improve the UI.
t
Quote:
|
Originally Posted by deathwearer
would be better the "recharge style" of skills
![]() |


