Where is the Damage Monitor? I want to know what’s killing me…
#1
Posted 29 June 2012 - 04:50 AM
I found this to be especially problematic in WvW using ballista (and probably some other siege weapons too), anyone that has used this knows how powerful this is… but for the person on the receiving end you essentially have NO indication that you got hit by one of these unless you looked for it, because its basically just an arrow that travels at 200mph that takes out ½ of your health, then you are dead and no explanation is really given…. I mean I think you would know if you got hit by a bolt the size of a great sword
http://wiki.guildwar...#Damage_monitor
^why cant we have this?
#2
Posted 29 June 2012 - 04:55 AM
#3
Posted 29 June 2012 - 05:55 AM
Icy Spicy, on 29 June 2012 - 04:50 AM, said:
I found this to be especially problematic in WvW using ballista (and probably some other siege weapons too), anyone that has used this knows how powerful this is… but for the person on the receiving end you essentially have NO indication that you got hit by one of these unless you looked for it, because its basically just an arrow that travels at 200mph that takes out ½ of your health, then you are dead and no explanation is really given…. I mean I think you would know if you got hit by a bolt the size of a great sword
http://wiki.guildwar...#Damage_monitor
^why cant we have this?
No you wouldn't, because you'd be dead.
#4
Posted 29 June 2012 - 06:01 AM
#5
Posted 29 June 2012 - 06:46 AM
(Not all people want these, so it would be a good idea to have a hide option)
#6
Posted 29 June 2012 - 07:51 AM
I just look out at my health bar and get out of red circles ASAP.
#7
Posted 29 June 2012 - 08:06 AM
Hope that makes sense, finding it hard to explain. Would love to have this feature in game. If it's there and I missed it, please point it out
#8
Posted 29 June 2012 - 09:31 AM
#9
Posted 29 June 2012 - 10:15 AM
prism2525, on 29 June 2012 - 07:51 AM, said:
I just look out at my health bar and get out of red circles ASAP.
In all-out war, there aren't red circles on the ground, either.
Combat log and better monitoring needed,
#10
Posted 29 June 2012 - 11:43 AM
dawnq, on 29 June 2012 - 09:31 AM, said:
#11
Posted 29 June 2012 - 11:46 AM
Lethality, on 29 June 2012 - 10:15 AM, said:
Combat log and better monitoring needed,
In all-out war, you wouldn't need to differentiate between your ally's and your enemy's fire, you'll just get the heck out of there.
If they can do something about the overwhelming particle effects (which they are working on), I don't think we'll need a damage monitor. Just watch the battlefield.
#12
Posted 29 June 2012 - 11:49 AM
So imho, for PvE I feel like it's not needed.
#13
Posted 29 June 2012 - 11:58 AM
Eadmund, on 29 June 2012 - 11:43 AM, said:
I agree with this.
I remember watching an early vid of a couple devs playing together and they pointed out how important it is to pick up on enemy animations. That's the key.
Once you get a bit of experience in the game, it shouldn't be a problem. Just fix the particle effects issue.
But if they did add a feature like this, it better be optional.
Edited by LOCOMOFO, 29 June 2012 - 12:14 PM.
#14
Posted 29 June 2012 - 12:01 PM
Then I stopped and thought about that for a minute...
I didn't use it in GW1 because I soon learned to recognize what I was being targeted with... the distinct sound of that Hundred Blades thing, the visual of Meteor Shower, the Panic animation... and I could tell by the wind-up animation when Monster Stomp was coming, etc.
And I realized it will be same in GW2. My initial reaction of thinking we need one is really just my wanting a security blanket - the foes and their skills are new to me... I'm skeered! LOL But just like in GW1, I'll soon learn what they're up to - no damage monitor required.
#15
Posted 29 June 2012 - 12:08 PM
In the chat window near the bottom is another tab for it, replacing the chat menu.
I haven't tried it, but I'm not sure in WvW if it'll help since the enemies are "*colour* Invaders"...
Edited by HalcyonArc, 29 June 2012 - 12:32 PM.
#16
Posted 29 June 2012 - 01:49 PM
Prepare for the "DPS meters are evil and are the bane of MMOs" crew.
HalcyonArc, on 29 June 2012 - 12:08 PM, said:
In the chat window near the bottom is another tab for it, replacing the chat menu.
I haven't tried it, but I'm not sure in WvW if it'll help since the enemies are "*colour* Invaders"...
Scrolls way too fast to be of any kind of use, because it incorporates enemy activity, friendly activity, your activity and errors. I guess it's not too bad in sPvP, but completely worthless in WvW.
Edited by Sinte, 29 June 2012 - 01:50 PM.
#17
Posted 29 June 2012 - 02:23 PM
Sir Bertrand, on 29 June 2012 - 11:46 AM, said:
If they can do something about the overwhelming particle effects (which they are working on), I don't think we'll need a damage monitor. Just watch the battlefield.
The post is mainly aimed at WvW. sPvP has a much smaller and manageable amount of people, but still it would be nice, and honestly it makes no difference in PvE cuz its PvE, but again, would be nice. Bringing the death result screen from sPvP to other formats would be a good start...
As for not looking at the UI and watch the battlefield, first of all we can only see one side unless u turn, yes to some degrees the particle effect and sometimes really messed up camera angels do cause issues. but we cant always see what hit us unless we see the casting animation (which is not an easy thing to do in WvW with so many people around), but even if I don't see who is attacking me i should be able to tell the difference between someone hit me with a flying hammer vs someone hitting me with an arrow... like in the ballista example, you health just went down 8k and you may not even know why, if you saw the bolt which is kinda hard as is you'll prob think you got hit by a ranger, and if this is mid combat and you are already taking hits, you probably wont even see the red 8k damage popping up as it'll be covered by a bunch of other numbers
#18
Posted 29 June 2012 - 02:27 PM
There's a way of doing it in chat I believe. Though it isn't very appealing in it's UI.
#19
Posted 29 June 2012 - 02:28 PM
#20
Posted 29 June 2012 - 02:29 PM
combat logs are for lazy/bads that do not learn from their mistakes and do not have a good sense of presence. I have never once been killed in WvW by a ballista and thought "Oh wow what killed me?" And I have died in WvW a lot mind you
#21
Posted 29 June 2012 - 02:47 PM
Haterx732, on 29 June 2012 - 02:27 PM, said:
There's a way of doing it in chat I believe. Though it isn't very appealing in it's UI.
The main focus of GW2 combat PvE and PvP is not how much dmg you do, but to play the game, so it's hidden in the chat. *shrug*
There's alot of visual cues and all that stuff that is about alot more important to know rather than plain damage output and such. Even if you get caught by surprise you can consult the combat log to check what killed you if you really need to know. So it's not like you actually can say you can't find the information you need, though it is raw data, which can be annoying for the untrained mind.
Anyway, so far I never found any use for a combat log in PvE. I would hate to see such a thing in PvE too. If it's needed to be that effective in the PvE side of things, that you need to track your output, then the game fails for alot of people. Talking about hide options for such new features is probably left the other way around, make an option to not hide it. THen again, there also is a combat log in PvE, so it's not like you're totally left in the dark. Then again I suppose I don't play for doing the most damage or playing the most effective way. I would be stubborn enough to simply not care either.
In WvW which I havent played yet, I can imagine it's not that useful either but I would have expected a window on death. It is PvP right? and it's a handy tool to see what other people are playing, and that enhances the learning curve, which I find needed in PvP games.
#22
Posted 29 June 2012 - 02:49 PM
Edited by UssjTrunks, 29 June 2012 - 02:50 PM.
#23
Posted 29 June 2012 - 02:54 PM
#24
Posted 29 June 2012 - 02:57 PM
Ostra, on 29 June 2012 - 02:29 PM, said:
or maybe you just didnt know you got killed by one of those... i spent the stress test in WvW and prob got 50 kills using them, hard to tell really cuz guess what you see massive white numbers overlap when you hit 5 people at the same time... a couple of times i just sat in the corner, and fired away, and the funny part is probably not one person on the enemy team even looked in my direction unless it was placed it infront of them.... good placement or lack of awareness/information? you decide
UssjTrunks, on 29 June 2012 - 02:49 PM, said:
only in sPvP
#25
Posted 29 June 2012 - 03:07 PM
RazeBloodgrin, on 29 June 2012 - 02:54 PM, said:
There's no room for strategy in a zerg fest lol. It is what it is.
#26
Posted 29 June 2012 - 03:16 PM
#27
Posted 29 June 2012 - 03:18 PM
Combat logs are not fun, they push people towards synthetic builds and wiki's, there is nothing more annoying than some little scrub using combat logs to see if everybody is using the same wiki build as them, because it does 2 more DPS than any other build. Even though the mug is stood there getting hammered because they haven't realized yet they need to move about when in combat.
Edited by Dream Catcher, 29 June 2012 - 03:55 PM.
Skill > Time = Reality
#28
Posted 29 June 2012 - 03:23 PM
kash, on 29 June 2012 - 04:55 AM, said:
Because well your a nood right now. thats all it is! if you play this game for months, years or more you will become a master of understanding what animation are for what types of abilitys in large fights outside of small scale pvp. people some of you remember gaming be for when you played to play the game and did not kick and scream when things did not come easy at first.
i miss hard games now a days they are all fluff easy mmo's and FPS....
RTS seems to be the last of the challenging play but thats mainly because its almost totally player vs player
would a combat log of some kinda be a good add on to this game? i think so is it needed to learn to play just as well as it would be to have it no. its just an added fun factor so because of that alone it seems its worth adding to the game.
Linfang, on 29 June 2012 - 03:16 PM, said:
its a term a lot of bad players tell other bad players but being this game is not even out yet. i being a bad player technically. i will say it! If you find some thing hard at first its prob a L2P proble. so learn to F'ing play for once noods! =p
#29
Posted 29 June 2012 - 03:52 PM
Linfang, on 29 June 2012 - 03:16 PM, said:
well if this is about a casting bar like GW1, then yeah i'd agree with you, GW2 is about watching for the action and not looking at the status bar on top
But this thread is about after the hit is taken, I mean the game already tells you (or at least tries to) how much damage you took, so its not like you donno know you took a hit, so they might as well tell us what was the skill used, pretty obvious in 1v1, but not so easy to keep track of in bigger fights, esp if you are melee
if you ever find yourself in a 1v5 or whatever and know exactly what skill each person is using on you at all times via watching the battlefield, then props to you
Dream Catcher, on 29 June 2012 - 03:18 PM, said:
what? how exactly does know what you hit translate into "push people towards synthetic builds and wiki's"
watch the combat yes thats important for dodging which is not what im mostly talking about... on a side note i dont think 95% of the players can recognize every signet cast animation and know exactly what it does... can you honestly say if 3 random players line up infront of you and cast 3 random signets at the same time that you'll know what each one of them does? but anyways thats not important as im talking about showing whats done after the cast done... not before it has taken place
Edited by Icy Spicy, 29 June 2012 - 03:53 PM.
#30
Posted 29 June 2012 - 03:57 PM
Icy Spicy, on 29 June 2012 - 03:52 PM, said:
But this thread is about after the hit is taken, I mean the game already tells you (or at least tries to) how much damage you took, so its not like you donno know you took a hit, so they might as well tell us what was the skill used, pretty obvious in 1v1, but not so easy to keep track of in bigger fights, esp if you are melee
if you ever find yourself in a 1v5 or whatever and know exactly what skill each person is using on you at all times via watching the battlefield, then props to you
what? how exactly does know what you hit translate into "push people towards synthetic builds and wiki's"
watch the combat yes thats important for dodging which is not what im mostly talking about... on a side note i dont think 95% of the players can recognize every signet cast animation and know exactly what it does... can you honestly say if 3 random players line up infront of you and cast 3 random signets at the same time that you'll know what each one of them does? but anyways thats not important as im talking about showing whats done after the cast done... not before it has taken place
Depends how long you have been playing, people forget that you do not have to know everything about a game the moment you first play it, games should always have a learning curve to them.
Skill > Time = Reality
Also tagged with one or more of these keywords: Damage, UI, User Interface, Combat, PvP, WvW, PvE
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