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Spell animations and class identity.

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I was watching my daily dose of asmongold to see what the update was.

I noticed that one thing that felt like it was lacking was the animation identities.
Here's an example: When the archer fires a shot there's a blue light. That's all well and good, however, to scale down the spell effects but still keep them flashy and impacting, then changing the blue light effect to a blue detailed arrow with possible frost animations or elmental animations that are lightly added around the arrow, and give the arrow a vibrant color.

For example,. normal auto attack arrows are hard to see, but adding some slightly flare to it and minor effects can still make it easily identifiable. And and then and an detailed emphasis to the impact. Like if if it's a fire arrow, then it cause a slight fire burn on the target, enought to be identified from other players but not overwhelming.

Narrowing the the ability effects and detailing them. Lets say you have a frost beam and the frost beam is the size of your character. Might be overwhelming on the lighting and effects when in big groups, narrow the frost beam, detail around it, add snowflakes falling, maybe some fluctuation and some mist effects.

Fire balls. Lets say rank 1 fire ball is a flame like a in a fireplace, a rank two fire ball is like a molten rock of lava, that's dripping fire embers.
I still need to watch the rest of the video after work.
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