Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Yeah, I love the idea too. Something like effects from Sorceror from Aion mixed with Cleric effects from Aion would be my perfect caster.
A means to indicate that a strong spell is being cast...some levitation, some people like runes..spin faster maybe..who knows....clothing/hair blowing around as the power of the spell effects its surroundings...a variable scale of intensity...
I'm all for color-coded magic runes and like that idea the most within this thread. I always felt unsatisfied with magic that is not based on semi-viable physics, I mean where do you get all that fire or ice magic that suddenly erupts from your hands or fingertips without harming the caster? Magical runes somewhat make sense in that, they become a gateway or a medium between a realm or dimension that source this vast energy or essence that is pouring from the caster, that otherwise does not exist in Verra.
I discuss this in another post, but this game currently lacks any vocalization from our characters during combat, be it a tank roaring for a taunt, a ranger exclaiming a "hup" when executing an acrobatic salto, or loud caster incantations (i.e, "you shall NOT pass" but using a mystic/foreign language).
It's *magic* ?
Those early spell/abilities that they showed to everyone definitely didnt look ok... is that what the levitation looked like that you are referring to?
I do hope that they go for more subtle and slick animations and abilities rather than having too many super over-the-top ones.
But these things have to be used sparingly, otherwise it gets a bit nauseating.
Also - for channeling skills, I love the micro-flares that flash right before the main beam fires
@58min or so....little bit before... the Combat team is discussing the players ability to tune how much visual effects they see, based on the type of encounters, ie. if you're solo or with a friend or in a large raid...etc...
This allows for some really awesome spell effects to be added to the game if thats the case...so they can go all out on the visuals and you can dial it back to what you like....thats how I interpret this...however....that is entirely based on what they believe to be amazing visuals to begin with..so they have to set the bar first.
So anyone, like myself, requesting that they try to add some movie magic to their spells and abilities, well...that still depends on if they choose to do that or not...and if they do, it won't create "visual soup" such that you can't find your mouse cursor, since they give the player the option to reduce VFX...the hope anyways.
I mean.... at some point you have to stop asking certain questions and accept the fantasy... lol.
How were Orcs made?? Why are there frost dragons? How can people go stealth.. that kind of nonsense...
I liked the levitation, but one of my first MMOs was Sage of Ryzom, where it was common. Although the animation there was levitate and curl up in to foetus, then open and explode the spell out....
https://www.youtube.com/watch?v=QboQENSjZo4
Around 9:15 in
Discord
Forum
I think the issue might be that the levitation is coupled with a fast cast spell, which ends up looking goofy.
The same problem exists with the way some spells were showcased for Ashes. Very bland approach to levitating during a spell cast. Should be reserved for stronger, longer casting or powerful long channeling spells, so the animation can take its time to build up and actually look cool.