Especially for a new player like me, it would be really nice, if i could hover over the debuff icons while in Pause Mode and still get the effects listed.
From the get go, a player can suffer a lot of debuffs with different icons and while i quickly get that a green drop is repesenting posion, there are many icons that i can’t decipher.
In combat it is just not managable, at least for me, to have a look at the debuff. When swarmed with enemies i have to click them to death, no time to hover over a small icon, let alone read the text or memorise the picture. And they dissapear fast (thank god), so outside combat i also can’t read them.
However if i could do that in pause mode, i could just hit space whenever i want and have a good look at the icon and what it actually means.
I know, i must sound like a total noob, but this is like really bothering me.
Thank you for this wonderful game. I really appreciate what Grim Dawn is.
Thank you for reading
There are some common effects that you will see a lot: the DoT (damage over time) of a certain type is represented by the same icon as the corresponding resistance. For example a frostburn DoT will be displayed by a snowflake.
Now 1.10 introduced a bunch of new icons for everything. It’s great for understand which enemy does what, but it will take a while even for experienced players to memorize them all.
Nope…even some of the playtesters are still trying to work out what the hell that icon was before it vanished…
Also this idea has been mentioned by a playtester in testing for the very same reason, so there might be something in the future, though I’ve no idea if the game engine is able to do this or not.
I’d imagine it’d take some big workarounds. The only thing I’m aware of that can change while the game is paused is the clock/time at the top of the screen, which continues to tick onward after pausing the game. Everything else is kept to a standstill, I believe.
Phew! Iam glad, iam not alone. Sad that it seems that it can not be implemented, but i can understand the game engine argument. I was not really thinking of that.
Maybe there could be some other solution.
Thanks for welcoming me and my idea
Yeah I suddenly notice there’s a load of icons on that side while in combat and I might know one or 2, but then they all clear and I’m left thinking “well I don’t know what 90% of that was, but I’m still alive and fighting so there we go”
those debuff icones are a great improvement imo to understand what going on in fight, tho i would advice some different color usage, for example DA debuff & resistance reduction use a very close looking red shield
fun fact i finally understand why anestaria was so deadly she can stack up her RR debuff to 78 (max i have seen so far) that kinda scary. :rolleyes:
Honestly, the new debuff icons are probably the best thing about this last update. I like finding out that those armored groble knights can debuff you for -50% physical resist. Fun.
I think the bigger mosquitos, forgot their name (maybe bloodgorger) can do something similar. Got hit by one of them in wrightmire and suddenly got 2 debuffs + the obligatory bleeding. I think one of them had a red icon with a cracked shield, not quite sure. I was just so surprised. Startet a new character, that would become a necromancer
Yah it’s a very good update. Explains a lot of weird stuff that went on in crucible. There is a Ghoul Boss for example that pounds your DA to 0!! Also fun
I was thinking it would be kind of nice if they would outline the debuffs in a color relative to the severity of a type of debuff. For example, resist reduction and -DA would be red because those are really bad and most likely to kill you, -OA and -Armor would be orange because while they’re annoying, they’re not generally deadly, and things like -move speed would be yellow, since they’re annoying, but not generally that much of a problem.
It would make responding to the debuff icons easier, because as it is, they’re hard to recognize, especially since they’re generally short enough that the sweep is moving really fast and frequently resetting, which hurts readability (at least for me).
Hmm this all has me kinda thinking how in the world are they going to be able to handle viewing debuff info with the Xbone port? Controller users get kinda shafted in this regard. Anyone got some brilliant ideas?
@powbam That is a good point. I don’t own a xbone, but i really hope for the fanbase, that it’s somehow manageable.
Crate did a great job with the patch, but in this regards it maybe needs some finetuning (PC and console).
Not the best solution, but for the time being, maybe someone could try creating a Debuff Database similar to GrimCalc, where you can see all the possible debuffs and their effects on your character, and which monsters uses them? :eek:
Yeah holy crap these debuff icons were an amazing update, we seriously need more stuff like this because way too much information during combat is either vague or straight up unknown.
I mentioned this in the newest patch thread but crate seriously needs to give the same treatment to devotion and all kinds of character buffs/procs. The ones I am talking about are those blue “star” icons that you get 3-4 of and have no idea when the hell your giant’s blood has procced or hungering void because I sure as hell don’t like guessing if it is safe to stay around iron maiden or if I’m about to get my face flattened because I thought my heal was up when it wasn’t.
Not as important or necessary as the one above, but what about seeing the buffs/debuffs on enemies? Maybe some kind of option in our settings tab that lets us select what we see or don’t see? I just love seeing more and more of this kind of info in my game
I was just going to suggest the same, but I then I took an arrow to the knee found this thread.
As far as not being able to hover over the icons in pause mode - maybe the game could just display a list of all active buff/debuff icons with their hover text next to them in a table similar to the quest list in one of the screen’s corners when you pause the game; that way there’s no interaction neccessary, which would probably also work great for the console port.
I mean, in pause mode the screen is darkened a lot anyway, so you probably won’t use it for taking screenshots - so why not throw that useful extra info up there? (With an option to turn it off for those “Pause. What else?” purists…)