I can't see shit

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wade001 wrote:
you cant see whats going on, so you want to put more things on the screen ontop of the enemies you cannot see in the first place?

sounds almost as silly as turning on the heater and leaving the door open when its snowing outside..


Don't be a dolt and think a bit before commenting, please.

Floating HP bars would show us exactly where the enemies are so we can actually aim at them and not have to blind fire into a mass of particles and minions.

HP bars, generally, go over EVERYTHING else on the screen, so the issue you described wouldn't exist and hasn't for any game that has ever used them. Like other games, have the option to turn them off as well.

Glad I'm not the only one.

First of all, anyone who hasn't teamed up with a summoner character build has no earthly place chiming in a thread like this.

Working around Necro's in D2 was feasible, but this is just a cluster.

Trying to play a melee class (hell, even a ranged class) with a summoner is just brutal. I think the suggestions in this thread all have merit. Possible health bars on mobs? How bout removing the ability to 'highlight' allied mobs so that we don't mouse-over thinking that's the enemy and start firing?

Ever tried to lock down a flicker strike mob that likes to warp all over? Good luck. By the time you've moused over various mobs, looking constantly up at the top of the screen to see if you've highlighted the rare mob (since looking at the chaos doesn't get you very far) you go to pull the trigger, and the next thing you know, he's moved and isn't even there anymore.

I don't want to ruin the art that some designer spent good time on, but what if you were to put an overshadow on the friendly units? something to darken them to create more contrast against the actual baddies? Or make them more opaque making the tangible content pop more?


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NastyPants wrote:
...and there have been dozens of times where parties will be firing at a room full of my minions thinking there are still enemies around... because they cant tell the difference.


By far the most accurate comment in this thread.
Last edited by LividTaint#0454 on Feb 4, 2013, 10:09:35 AM
I think giving players the option to lower the spell quality of other players would be a better idea. This way you can see the spell quality of your spells but the others will be dimmed down so it won't cause much lag.
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NastyPants wrote:
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wade001 wrote:
you cant see whats going on, so you want to put more things on the screen ontop of the enemies you cannot see in the first place?

sounds almost as silly as turning on the heater and leaving the door open when its snowing outside..


Don't be a dolt and think a bit before commenting, please.

Floating HP bars would show us exactly where the enemies are so we can actually aim at them and not have to blind fire into a mass of particles and minions.

HP bars, generally, go over EVERYTHING else on the screen, so the issue you described wouldn't exist and hasn't for any game that has ever used them. Like other games, have the option to turn them off as well.


Although they will appear above everything it still won't resolve the issue of special effects everywhere increasing eye strain significantly.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
I play a summoner and my GF a ranger. She has the same complaint. I take a timeout (for a laugh) while she tries to mow down my zombies!
The amount of stupid in this thread is staggering. We don't need HP bars- because we have curses; almost any good party should be running SOME curse. What we DO need is for friendly summoned units to NOT HIGHLIGHT THEIR HP BAR when moused over. SO when we're skimming the fracas only enemies pop out to us.

To those of you bitching about the effects, it's a legitimate complaint, but really play with four instead of six. You'll move faster because fewer players will increase your unit cohesion and it'll be easier to see, and there will be less looting anarchy too. 6p is good for grinding XP and splitting up in massive areas to search or raid bosses, but 3-4 is better for most quests, I find.


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Trying to play a melee class (hell, even a ranged class) with a summoner is just brutal. I think the suggestions in this thread all have merit. Possible health bars on mobs? How bout removing the ability to 'highlight' allied mobs so that we don't mouse-over thinking that's the enemy and start firing?



DINGIDNGINDIHNIDNHIDNFINDINGDINGDING WE HAAAAAAVE A WINNAR!
Last edited by divinedisclaimer#2676 on Feb 4, 2013, 11:14:49 AM
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LividTaint wrote:

First of all, anyone who hasn't teamed up with a summoner character build has no earthly place chiming in a thread like this.
This!

Game was great until I teamed with my summoner friend. Especially in underground cave like levels its pretty much impossible to tell the difference between his summons and what I'm supposed to be smacking at.

Had to just AOE and hope for the best.
Last edited by NightCicer#2430 on Feb 4, 2013, 11:28:23 AM
I've started using Corpse Explosion on all my characters, just to prevent my housemate from swamping me with summons when we team up. Childish, yes, but it does the trick. ;)

Having said that, when I play solo I love being a summoner- it's great to hide behind my little army of undead. XD

Some of the suggestions here are awesome- an option to turn down particle effects would be great, and health bars for people who want them. I wouldn't use them myself, but I can't see how they could do any harm if they were an option rather than a requirement.
I'm not a n00b- I'm a Online Game Floor Examination Expert.
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Nightprowler wrote:
"
LividTaint wrote:

First of all, anyone who hasn't teamed up with a summoner character build has no earthly place chiming in a thread like this.
This!

Game was great until I teamed with my summoner friend. Especially in underground cave like levels its pretty much impossible to tell the difference between his summons and what I'm supposed to be smacking at.

Had to just AOE and hope for the best.

While allied minions (And arguably your own, if you have an Aura) plays a greater roll in the problem, I still find the bright effects from allied players make the environment a lot more confusing and harder to focus on then when playing solo. I desire an option to dim the brightness of spells cast by party members in general and auras on allied minions.

I don't want the option to affect myself or enemies though, they can be as big a dick as possible and I'll still smash there skulls in. With enemies the spell effects they cast make them easier to find but not when combined with allies spells, it also makes them look more threatening.

As for not dimming my own spells and abilities? I like looking flashy.

Health bars will let you see where an enemy is, but the bright constantly in flux colours from spells cast by allies is just an eye sore.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
Last edited by Nicholas_Steel#0509 on Feb 4, 2013, 12:07:52 PM
Yes, I have the same problem. My party has a summoner and 5 Lightning Arrow archers. Often times we are trying to kill his minions because its not clear, if the room is already clear. And when those 5 LA archers start shooting, oh man, thats like New Years Eve combined with a superstorm. Epilepsia for the win :(

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