Hey all - As the title suggests I think it would be really nice to have a visual indicator for damage dodged.
I’m thinking of something similar to a bow player in monster hunter wilds. Although that type of animation could prove a bit tricky when it comes to rolling to dodge.
Perhaps some sort of glowing aura indicator to know that your enchants have triggered on that dodge?
EDIT: I was also thinking that a different visual effect could be utilized when dodging damage that causes a debuff instead. Eg: Max Pestilence outbreaks. This could also be useful for people who have dyslexia, without them having reading out all 10 debuffs pre-clear.
There is a visual indicator of sorts in the icons neath your health bar, which either appear or have their cooldown refreshed. While I don’t consider these icons very ‘readable’, I appreciate that the effect is very subdued.
Hey thanks Konrad - I’m definitely aware of these icons. However, for me, personally, it’s quite a bit difficult to notice those buffs, mainly due to
- Ultrawide monitor, so my eyes rarely move that way during high intensity boss battles, unless I take a hit to see how much more I can take.
- The icons are bundled with a lot of my other buffs from food and potions etc so it feels very congested.
I guess an alternative method would be to allow moving the ui elements on screen to custom positions with grouped buffs? Maybe? 
This way I could leave the icons from comfort, food and potions under health bar and move the enchantment procs to under my characters feet.
Just throwing my thoughts out there now. 
That sounds like a great solution!
I mostly mentioned the icons for completeness’ sake – I think both of us would love to see the icons improved. It can be difficult to tell which icon means what (especially for buffs that are never explained, like the XP buff from the inn, or those that share icons), and how long they will last specifically.
If an in-world visual (or auditory) effect is used, I would love it to be similar to the golden sparks when succeeding at a parry – which is to say, only visible to the player performing the parry (or the perfect dodge). Perhaps, for even less visual clutter, the effect could only appear if an enchantment or pestilence effect is active that triggers on a perfect dodge.
Lastly, I have a feeling that the upcoming ‘Callout system’ could fix the issue. Not sure if you’ve heard of it yet: It’s supposed to be like a ‘combo announcer’, should reward players for doing risky or stylish moves with super meter, and could easily call out perfect dodges.
(Thomas has previously used fatalities as an example of something non-obvious to be called out under the Callout system, and perfect dodges definitely also fit. Might even justify a keyword and compendium entry for them to be used in enchantment effects. I somehow expected i-frame runes with ‘dodge’ in the name to trigger ‘on damage dodged’ effects, for instance.)
I was today years old when I found this out. 
This is amazing! I do wish for this to be a toggle in elemental animation effects as well.
For example: If I play crucible with another player and I’m using an ice elemental Lacquered bow with attack spam. There is no way I can see what’s going on in the screen, nor would the friend because it’s a whole lot of white.
I think Final Fantasy XIV online offers players the option to tone down effects and leave important ones on, or to turn-off effects from other players completely.
This would also be a really fun way to get that information, but I have a feeling this might be a bit much when you’re surrounded by enemies, like in multiplayer crucible or in the upcoming planned hoard-mode. I’m just a bit conscious that it might spam the callout over and over again when I panic dodge 5 enemies as opposed to just refreshing the buff icon or having a quick golden spark pop up.