Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Sword swings too flashy
George_Black
Member, Intrepid Pack, Alpha Two
I noticed in the latest dev update that those low level 10 sword swing abilities (or even worse, normal atks) were full of yellow/red colorful animations.
For melee combat, a nice animation is considered a strike that look like "weaponmaster level" with a cool impact on the ground like carving or smashing.
Color effects look ugly when they look so plain (both the sword swing and the color pattern).
For melee combat, a nice animation is considered a strike that look like "weaponmaster level" with a cool impact on the ground like carving or smashing.
Color effects look ugly when they look so plain (both the sword swing and the color pattern).
1
Comments
Someone who has no magic whatsoever in his class setup should not have sparkles from his sword, but rather leave bloodtrails or carve the ground etc.
If you know the crit animations from dota then you know what i mean. Bloodsplatters etc.
Your target is supposed to be annihilated, but hey, you're level 10. You can't set the forest on fire with one spell yet. The visual effects should be on par with the actual effects on the target, visuals can be integrated somehow into a "mechanic". Let's say you builded your mage around strong fire bonuses. The first spell could be indicator to your opponents that you focus on this element and possibly prepare counter measures.
EDIT : Just was marzzo post "Learn how to visualize a characters power growth." Couldn't say it better.
Because I know in FFXIV I turn a lot of the skill animations off because they are so big and flashy they actually give me a headache after playing for a while. Plus there are a few skills that are so big and grand that I literally can't see what the enemy is doing anymore.