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Posted

I've gotten feedback from streamers that the sound effects of Kinetics Repel are too loud, and hurt the quality of their streams. I think Sonic Repulsion also has loud sound effects per target, similar to Repel.

 

Suggestion 1: When the ReduceIfKD tag prevents Repel or Sonic Repulsion from knocking a target, don't play visual or sound effects on that target.

 

Repel and Sonic Repulsion have no effect on a target when ReduceIfKD stops the knock. Playing no FX on a target is good UI feedback for nothing happening to that target. It'd also differentiate knock not happening due to ReduceIfKD, from knock happening but less than the target's knock protection.

 

Suggestion 2: Play Repel and Sonic Repulsion's sound effect no more than once per tick, at the user's position.

 

This would be similar to fixing the old Snow Storm bug, where the full visual FX were playing per target, blocking vision. Similarly, multiple Repel sound effects block hearing. Just one Snow Storm visual effect was enough, and same with Repel's sound effect.

 

Suggestion 3: Both of the above!

 

Just doing 1 reduces the volume in some cases, but leaves volume spikes in other cases, like if I use unslotted Repel on rooted enemies. Just doing 2 prevents volume spikes, but leaves confusing visual and sound effects when nothing happens due to ReduceIfKD. I think doing both would have the best result.

Posted (edited)

If this is done, please make it opt-in, or opt-out. Don't care which. 

Admittedly, I don't run repel THAT that often on my Mind/Kin controller. 

 

But I've taken Repel on him in every respec since launch of LIVE, and I always liked the Repel sound effects.

Totally fine and understand sound quality issues other people are experiencing.

I do not begrudge anyone the request for toned down audio.

Just please let me keep the existing sounds for my own enjoyment, even if I have to flip a switch or do some power customization thing for "classic sound fx".

Edited by MTeague
grammar

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