Up-Votes Needed Magma Vortex hides mechanics

undrline

Moderator
Mod Squad
Another example is the raid where you have to knockout the Thanagarian personnel on the three coloured floor pads to open the door, but only certain ones count. You will know if they count if you can see the floor pad have green lines go back and forth when they stand on it. Especially if a tank is using Magma as a pull to get them there, this is problematic.
 

Forum Junkie

Well-known member
I kinda wish they just used the animation from BWLs finisher passive but changed the color to orange. Not a fan of the so called "pizza pie" animation, lol.
 

Maxwill

Well-known member
Certain mechanics, such as the symbols in the Terrorium raid, are not just obscured but rendered entirely not visible by Magma Vortex.

i have a feeling the same will happen in cte + and swe+ so people should stop using it .
 

undrline

Moderator
Mod Squad
I mean, yeah, "then just don't use it" is our current option, but making important effects either show through or making it semitransparent would be better.

Aside from mechanics, it's also an issue if it gets placed in the air, casting shadows and making what's above it not visible. It's bad enough that damage pools in Blackest Night and Kaznia Necropolis can appear in the air (even though they still damage in a column).

Speaking of which, "avoiding" is also not an option, because mechanics can appear in the same spot after Magma is placed, and still be invisible.
 
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Maxwill

Well-known member
oh yeah forgot about that .... making important effects either show through or making it semitransparent would be better.
I should have mentioned they could create a setting we could use to lower the vfx so we can see through it or lower its animation to see what's going on around us or on the floor . that option would be great for Smoke bomb of Munitions and electrocute of Electricity and maybe some other powers/animations that block vision/visibility or cover some areas and i don't remember their names now .
 

NeoSelkie

Well-known member
As a tank, this has been my main problem with some of the new iconic powers and orbitals that have been introduced.
I get wanting things to be flashy to "sell", but its making visibility awful during some boss fights.

The new subjukator orbital with tracking beams in your face makes it especially hard to see what a boss is doing as well.

We don't often get new configuration settings now, but I kinda wish we had a toggle that was essentially "disable obnoxious powers/animations used by others in instanced content"
 

Miranda31

Well-known member
Another example is the raid where you have to knockout the Thanagarian personnel on the three coloured floor pads to open the door, but only certain ones count. You will know if they count if you can see the floor pad have green lines go back and forth when they stand on it. Especially if a tank is using Magma as a pull to get them there, this is problematic.


I mentioned this a while ago - Chaos Gotham, Shogg Lord. Vortex obscures postioning of daemon. It clears fairly quickly but it's still annoying.

https://forums.daybreakgames.com/dc...-4-orbital-strike-revamp.336001/#post-4687481
 

matt4950

Well-known member
The bounty fight with Ocean Master…
Can’t see red indicator on the ground causing me to get one shotted while tanking.
 

RUTHLESSKNlGHT

Active member
Certain mechanics, such as the symbols in the Terrorium raid, are not just obscured but rendered entirely not visible by Magma Vortex.
Can we add Red Lantern Uplink Device to this too? It's a nightmare trying to Tank with players spamming this and it feels like it last 30 seconds or longer, especially in Sunstone Refinery where there is soo much effects that blend in with it which can make it confusing what to dodge.
 

Cipher_Baelin

Well-known member
This is especially a problem if you're using PHR and you're on one of those hot pizzas, its impossible to see PHR and you just have to guess if its ready or not.

I'd like them to do something about the eye vomit of animations in the game that are making hard for tanks to break through. Namely MOE with a red room and red dmg fields, and red adds with a red boss, like HOLY CRAP dude. They need to do something about the animations in the game.

I'm reminded of this video from VLDL
 

RUTHLESSKNlGHT

Active member
I would like to make a correction to that. It was the Subjukator Blast Elite Uplink Device, not the Red Lantern Uplink Device.

I feel like a good solution would be to have a setting to turn off all the effects and for bosses have damage circles on the floor to avoid them.
 

RUTHLESSKNlGHT

Active member
I've also died because I thought someone used the Subjukator Blast orbital but it turns out it was the red lantern shredding orbital from the golem in Sunstone Refinery. Now I have to avoid the Subjukator Blast orbital just out of instinct now.

Yes, it causes too many unnecessary wipes. It burns your eyes too on top of that.
 

TI99Kitty

Well-known member
This is especially a problem if you're using PHR and you're on one of those hot pizzas, its impossible to see PHR and you just have to guess if its ready or not.

I'd like them to do something about the eye vomit of animations in the game that are making hard for tanks to break through. Namely MOE with a red room and red dmg fields, and red adds with a red boss, like HOLY CRAP dude. They need to do something about the animations in the game.

I'm reminded of this video from VLDL
Seconded. And as someone who plays as tanks and as DPS, it's no great fun trying to DPS, either, when you can't even see your own toon or what they're doing. I'm spending too much time in the seasonal alert, not realizing that for the pat 3 or 4 seconds, I've actually been doing nothing, because I'm in a stun. Didn't know it, because between everyone's pets/henchmen/RSKs and all the VFX from orbitals and abililties, I haven't seen my toon, the boss, any of the adds, or anyone else from the group, for the last 10 seconds.
 
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