aoe vfx: a tonedown

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Tesq
Posts: 5713

aoe vfx: a tonedown

Post#1 » Wed Aug 15, 2018 5:32 pm

when it came to visual effect some stuff is pretty much important, it can be crucial /vital see came very high dmg skill or CC of any type but when it cames to very spamable which you know that are pretty get used in the x sich every time some vfx on top of being very boring to see all the time also create fps issue on screen.

here is a list of vfx which should be toned down

all healer group heals: these are basically the core of the problem those are effect which just get spam a lot and you dont need a rocket scientist to see that most likely in orvr a healer is group healing, that is the norm. Yes sometimes a healer can hide in some tiny spot trying to not get see but regardless it can be found a visual circling effect which is less thick or which fade faster, any improvement is well recived.

dok/wp group hot: this can be defintly removed and changed whith something which can just pop a small light effect on the whole party instead of the same group heal vfx the skill use, as a group hot is no-where near as a main heal and if you need to group heal you still need to use the proper group heal and not jsut the hot, this vfx is redundant and just have the function to make GPU lags

squig/sw sec cast aoe skill: these are other skills with an abnormal vfx, these could use a reduces to propper size for sure, on top of the vfx not rappresenting the real cone the effect can be see even if the size are toned down since the lengh of the vfx can be left the same it's still pretty much visible. Any different tought respected it can be improved for sure to be less abnormal on the screen.

edit: reserved for more stuff....ppl are welcome to post their hated vfx
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oaliaen
Posts: 1217

Re: aoe vfx: a tonedown

Post#2 » Wed Aug 15, 2018 5:45 pm

Git to the choppa: tone down that dust, keep the whirlwind effect
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Ravenfox
Posts: 44

Re: aoe vfx: a tonedown

Post#3 » Wed Aug 15, 2018 6:00 pm

# Relentless assault get rid of the roll out effect at the end (its not just putting weps back into position?)

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