Just letting you know we hear your complaints about rendering aura visuals and we have a solution that we're working on.
We do realize auras have been getting larger and more opaque and that just leads to issues with being able to see what's going on in the game.
I know people want to turn them off for either being too obstructive, causing performance issues, or just not liking them. Without getting to the why or perceived inconsistencies, we will not be turning them off, but we will be changing how they are displayed.
We have to touch every player aura, pet auea, proc effect, set effect and just about anything else that renders on the ground, so this may take some time to get through everything.
I'm open to any constructive feedback.
-ALS
PS. If you want to know the details, we're going to be adding additional render layers for when to draw portions of effects. We will be rendering anything opaque first, then shadows, then ground portions of the auras that do not impact gameplay, then monster tell visuals, then procs, and then anything else that has transparency. After this change, all procs will render on top of tells and all tells will render on top of auras.
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