Witchydragon Posted June 1, 2019 Share Posted June 1, 2019 The Synoid Simulor Orb's visuals are too vague for how much damage it does now. Currently, when it's on max stacks, it has some wavy vortex effect, but I don't think this clearly shows the area of effect of the Simulor Orb, and darker colors stand out even less. I've found it hard to maneuver around it, and felt like I died to it when it seemed like it was too far away to affect me. Max Stack Simulor Orbs should have a clearly defined radius of effect- they should look like Nullifier bubbles or Osprey-Mine-Layer bubbles instead. 4 Link to comment Share on other sites More sharing options...
taiiat Posted June 1, 2019 Share Posted June 1, 2019 i think Simulors' Effects are too opaque as it is, inversely. it's hard to see anything. the edge of the bubble is nice an opaque, but the center could have a much lower opacity.... 1 Link to comment Share on other sites More sharing options...
--Q--ualityContent Posted June 1, 2019 Share Posted June 1, 2019 I think it lacks a damage falloff, same issue with the Staticor post buff. At the moment these weapons require very low skill due to their AOE nature. Regarding the topic, maybe the outline is so weak for you due to your "effect intensity" settings, just a possibility. 1 Link to comment Share on other sites More sharing options...
Witchydragon Posted June 2, 2019 Author Share Posted June 2, 2019 13 hours ago, F4MouSz_L3op4rD said: I think it lacks a damage falloff, same issue with the Staticor post buff. At the moment these weapons require very low skill due to their AOE nature. Regarding the topic, maybe the outline is so weak for you due to your "effect intensity" settings, just a possibility. My effects intensity is (was) at 100. I don't think turning it up so I can see it better, only for me to not be able to see through ignis fire, is a reasonable solution. 1 Link to comment Share on other sites More sharing options...
Stormdragon Posted June 3, 2019 Share Posted June 3, 2019 (edited) It can indeed be made really hard to see despite visual settings. Here's a clip on maxed settings (effects intensity 200): Spoiler There's no proper visual cue of the constant damage aoe other than some pulses and stuff being pulled by the vortex (Particles, motion blur, and Field of view) which can be easily missed with the amount of stuff that can be going on in a match. However, since not everyone plays on maxed settings, here's a clip using everything on the minimum possible (effect intensity 10): Spoiler There is no indicator of the constant damage aoe other than the temporal explosion of orbs stacking, the small vortex in its center and then the explosion when it either expires or is manually detonated. It would be amazing if the gameplay impact of stuff like visual settings and certain colors was reduced to the minimum in order to make the playing field as even as possible. Edited June 3, 2019 by Stormdragon 2 Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted June 4, 2019 Share Posted June 4, 2019 Full Simulor bubbles used to have a very well-defined area that was visually similar to an energizing dash (Zenurik) bubble. Afaict, this was changed (unlisted) some months ago, for no apparent reason. On 2019-06-02 at 11:04 PM, Stormdragon said: It can indeed be made really hard to see despite visual settings. It would be amazing if the gameplay impact of stuff like visual settings and certain colors was reduced to the minimum in order to make the playing field as even as possible. ... but you didn't even give a comparison between single shots and bubbles. Here is how it actually looks: Spoiler The distinction is pretty clear on... "medium" settings, and 100 effects intensity. That being said, I can definitely see how the border would be unclear on toaster settings. Just another example of inconsistent VFX across different settings influencing balance (invisibility, black energy (fixed), Rime Vault, Ignis flames). 1 Link to comment Share on other sites More sharing options...
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