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Enemy health Indicators - Toggle option

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15 days ago
Mar 20, 2025, 10:41:16 PM

There are a couple of classes now that rely on knowing when an enemy is at a certain break point for HP in order to trigger an effect (Vanguards 33% grapnel finisher as an example)


Currently the only way to view majors and extremis Health pools is to force us to use the lock on feature (has its own issues) that brings up a triangle of sorts. I think its now imperative that a toggle setting is introduced that players have the option to put on if they wish to bring up the triangle (or something better) on all majors and extremis in range, So that we the players can make informed decisions about were we put our damage/ abilities. I don't think this would be hard to implement and as it would be an option and wouldn't force clutter either. Please don't force us to use the lock on tool just to view enemy HP its terrible design for that. cheers and thanks for reading this.  Guys please upvote this if you like this idea!

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15 days ago
Mar 21, 2025, 2:30:57 AM

I'd meet you halfway on this by having some sort of a flash for perk that you equip like that. Kind of like what already happens for executes, but a colour that is not common for colour blind people.

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15 days ago
Mar 21, 2025, 4:51:30 AM

Barricade133 wrote:

I'd meet you halfway on this by having some sort of a flash for perk that you equip like that. Kind of like what already happens for executes, but a colour that is not common for colour blind people.

That is not worth a perk. What should be is putting your aim-point directly on an enemy of majoris rating or higher should give the same indicator we get while locked-on. The perk would have to do something other than just give me information I should have anyway by virtue of a health indicator already exists locked behind the clunky lock-on feature.


Or put the indicator on any marked/tagged enemy, this would actually lead to increased non-verbal communication where sometimes you get separated fighting a group of majoris or an extremis that spawned behind. Currently in that situation most don't mark what they are dealing with, I know I don't, but if you actually had a reason to mark things (i.e. see their health status) maybe people would be more inclined to mark things. We can each only mark one enemy at a time so really it is not so dissimilar to the lock-on.

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14 days ago
Mar 21, 2025, 12:28:39 PM

Oh my Jesus, thanks for bringing this up. I thought of it a few days ago and completely forgot about it. It'd be great to see health in order to prioritize targets, not to speak that some perks actually work on certain enemy health level. This NEEDS to be addressed.

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14 days ago
Mar 21, 2025, 9:16:16 PM

i´d also like to see a change to grappling hook targeting (wonky thing) and the talent that deals damage along the path should make grappling hook actually pierce towards the target you are aiming at. it sacrifices overall damage, but you WILL get that execute off against the desired target instead of some full-health majoris blocking the path.

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a day ago
Apr 3, 2025, 12:50:38 PM

Bumping this 150000 up votes should be enough to get this looked at. come on devs this is a great idea. Please implement a proper health indicator system separate from lock on, and make it a toggle option. cheers

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a day ago
Apr 3, 2025, 4:47:57 PM

I like the idea that it appears as you aim on a target and/or targets that have been pinged. I’d really be overwhelmed to see all enemies in FOV HP bars. lol 

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14 hours ago
Apr 4, 2025, 2:56:29 AM

Jackowar wrote:

I like the idea that it appears as you aim on a target and/or targets that have been pinged. I’d really be overwhelmed to see all enemies in FOV HP bars. lol 

Same. I like the idea of more info just not info overload. I like the simplicity of the lock-on health indicator, it is just too short range and sometimes I don't want to be locked on since that drags my melee onto that target. 


If you ping an enemy and its health shows up as one segment left and your ally sees you are reloading and not near it they can quickly pop a couple rounds into its head to set it to execute.


If I am in aim mode, I want to see the health of the target I am aiming at.



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