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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Too flashy
DakoJaxx
Member
Something that is a big turnoff for me is the flashyness of every single attack. The normal weapon swing (of all melee) comes with this path of light behind it and sparkles when it connects. This is just too much, imagine doing a 20 player group?
Less is more. If you make the simple attacks look way more simple, then the big flashy attacks actually mean something and are way more memorable.
Less is more. If you make the simple attacks look way more simple, then the big flashy attacks actually mean something and are way more memorable.
6
Comments
The only class we have seen that has had it's second pass (mage) is significantly muted in comparison.
Everything looks extremely good, but I think it really is more important to have a good and clear view of everything that is going on.
Ff14 has a turn down setting when it comes to animations.
Option 1, full effects
Option 2, almost no difference
Option 3, everything is gone. Everything...
The concern is valid and thanks to people speaking up we saw a great mage reveal.
Have they regularly said this though? The only mention I can find on the wiki is a discord post by Steven.
I ask because this would potentially have an impact on the competitive PvP gameplay. The same question has come up in regards to environmental foliage and everything they are doing there.
As to the OP's statement, I tend to agree. I would value very good animations over tons of participle effects. A point that was raised about the mage that highlights this is the blink ability. Part of the use of blink for a combat mage will be a surprise attack however there are so many participle effects you won't surprising anyone.
But alas this is the point of an alpha, to test these things.