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Blue Enemy Auras?

3 replies [Last post]
Tue, 05/07/2013 - 13:00
Whitechocolatechip's picture
Whitechocolatechip

Okay, so this seems kind of miscellaneous, but I think it would add some polish to a couple of things.

Enemies already produce auras with a color that is relative to the damage type (green for elemental, yellow for piercing, and so on), but an experienced knight knows not all major threats are directly related to damage. Some enemies have attacks that don't directly produce damage, but are still potentially lethal.

Examples?

-Zombie breath, how many times have you died before in FSC because you're fighting 20 zombies at once while one troll zombie in the back spits fire breath and you can't tell his lone animation from the grievous amounts of flinch going down already.
-Toxoil or Giant Lichen Colony dash attacks. This might be a bad example because I'm pretty sure toxoils like to do this spontaneously just to mess with you.
-Boss devilites promoting underlings to more dangerous forms
-Trojans casting an attack-up buff, though this might have an aura already since it can deal monstrous amounts of darkness damage all at once (since the attack up buff buffs the AOE damage from the attack up buffs. Yo dawg I herd you like buffs, etc)

Merited some of these examples are worse than others, but I think if we added blue auras around enemies when they produce non-damage based attacks/abilities it would add a bit of sometimes missing clarity to combat.

What's everyone else's thoughts on this? I'm sure some people kinda dislike auras already for making things "easy" on many occasions, but for some people (like those with lag issues) auras can prove a very important forewarning mid-combat.

Tue, 05/07/2013 - 13:56
#1
Zeddy's picture
Zeddy

While the windups for your mentioned attacks are already very distinct and easily recognizable, I don't have a problem with this.

Wed, 05/08/2013 - 08:54
#2
Phyrosite's picture
Phyrosite
TL;DR hmm. You're not very observant, are you?

1) zombie breath animations and sounds are VERY noticeable. Maybe don't get cornered next time.
2) They don't need an animation for attack dash because they don't attack right away when they dash, they dash to get closer than charge an attack in which you have plenty of time to back off.
3) When you see a Boss Devilite Talking, they're promoting. They don't need an aura.
4) They already have an animation for Attack Buffing Trojans you derp :P
5) If you're lagging I doubt you can see the aura anyway. I have extreme amounts of lag and TBH Auras dont matter if I can't even see that the enemy is behind me.

Thanks, have a nice day.

Thu, 05/09/2013 - 19:42
#3
Whitechocolatechip's picture
Whitechocolatechip
Emphasis on the DR

I am actually quite observant in combat, my ping is stable, and I'm fairly well equipped. Like I said, this is more of a "polish" thing since some methods of attack produce auras and some don't.

Responses:
1. Yea, it is insanely noticeable, but if you're pulling a FSC run and there are literally 16 zombies that spawn in a giant wall all at once, you don't even need to be cornered for one zombie to start fire-breathing through the entire wall, and due to the insane amounts of movement in progress it can often be relatively stealthy.
2. Not talking about their literal melee attack, I'd call it just that, a MELEE attack. I categorize their dash/leap towards the player as one of these indirect attack methods, since it'll subsequently spawn 6 slime that'll often just ignite the moment of.
3. I am aware of this. I do think it's fairly obvious, but sometimes speech bubbles seem to not render at long distance, so an aura you could spot would be more obvious, though their sitting and talking could still be an indicator. Once again, more about polish and making it be less stealthy, since it is a decent sized threat.
4. Already said they may have an aura (or other graphical effect that's quite noticeable) and this one is INSANELY obvious, as it's often you're best moment to attack. Polish.
5. When lagging, it varies. Sometimes every little bit counts and can make the difference between dying a lot or dying a moderate amount. I can't say my experience with lag hasn't been... thorough due to the fact most of it has been erratic server-side lag, since my PC handles SK with ease.

I appreciate your opinion, as you're presenting diversity in the thread.

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