Post by Azherae on 2023-09-17 06:47:22
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I'll agree here, if I have to choose between the two.
For many reasons, but at least partly because +1 post count.
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It should be a variable across the entire encounter, going up and down for different people. And have the timings on that variable related to other archetype-specific mechanics that people need to do, so people gotta match the timing of visually seeing the boss when it's required, while also not failing their own specific tasks.We have not received permission from Noaani to share the quoted post.
Intrepid try to pride themselves on the depth of their settings. They should have mob-related sfx and vfx as a completely separate tab with its own controls, so that people can still have them for raids/farming, even if they turn off every other sound in the game.We have not received permission from Noaani to share the quoted post.
How exactly are "call in ACT" or "ACT says what abilities the boss is using cause we literally can't see them" NOT "game mechanics instead of encounter mechanics"? Hell, they're literally out-of-game mechanics.We have not received permission from Noaani to share the quoted post.
I'd assume they do that because most of the time all the sounds are overwhelming. Or did EQ2 have the exact thing I suggested at the start of this comment?We have not received permission from Noaani to share the quoted post.
Game's UI should let you move those floating numbers to where they wouldn't obstruct your vision, but would still be visible. And you should be able to modify them per effect type or even frequency/strength. Again, "call in ACT" is not a game mechanic.We have not received permission from Noaani to share the quoted post.
Forgot to answer previous question. Won't be playing L2 unless someone from the forum wants to try it to see what it's about.We have not received permission from Depraved to share the quoted post.