#Game readability and spell feedback is not good enough

1 messages · Page 1 of 1 (latest)

weak steppe
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Almost everything has the same colour palette and shadows aren't marked enough, enemies can't be easly differenciated from the background or from other enemies.
Also spells have bad feedback, you don't see how far the healing plant on Sylvie heals for example, or when you use a heal while fighting you don't really see a heal effect on the ally, it makes you question whether you really did something or not. (You can't even see that you healed yourself mistakingly instead of the ally because it's a mess)

dawn igloo
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All your feedback posts read as if you're trying to turn the game into a mobile game. It seems like you're completely overwhelmed by it. Perhaps this kind of game just isn't for you?

rugged meteor
small girder
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Wouldn't the healer suggestion just make the game less readable? All it would really do is add visual clutter to player models if there were massive animations on healing effects. As far as I know most people heal by looking at the party frames anyway and then you can see you really did something or not by the hp bar moving or by the player gaining the buff related to your skill.
The models looking kind of similar in color palette to their surroundings I agree with, can be hard to differentiate some of them quickly if youre looking at models rather than names

rugged meteor
dense thicket
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Surely some sort of effect on the party frame would be better.

Friendly nameplates would also be very nice in this game.

uncut vale
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With re: Sylvie plants they have such a ridiculous range that you'd be extremely hard pressed to find any scenario where someone is in combat and unable to be healed by the plants

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That said if hard range indicators aren't implemented then at least simplifying the tooltips would go a long way. Plenty of tooltips say stuff along the lines of "Radius of 900" and that helps people in no way since none of the other non-AoE spells have a range listed.