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Melee animation should properly communicate melee range

LikaShade
LikaShade
✭✭
Just an observation on this very jarring thing. Melee range should not be reduced, but the animations should be adjusted to match the actual hitbox to avoid false visual information (getting hit when it's not visually shown to you).

In every other case in the same game you will see some force field/particle effect/projectile..; in melee, where it should make the most sense to have a visual queue that you're getting physically touched by the attack - there is often none. If it's a melee "AOE" attack, spinning move, etc. I've noticed some do have particle effects/force fields to communicate the range, but not all. The biggest offenders are just regular swings of a melee weapon or a limb.

A solution would be to add a step forward during the attack wind-up to connect with (or snap into) the end of that 5-7 meter "melee range".

Even if it were done in an ugly way, like enemy slightly sliding forward (which I don't see a reason for, you already have animated walking you could add to the attacks), at least it wouldn't lie to the player - it would have a proper visual queue that the physical hit is actually connecting with the character's body.

I understand it's an old game, but with new expansions that look better, new stories and mechanics, why not fix some very old problems like animations that were outdated even in 2014? Getting hit by an invisible force field defeats the meaning of the word "melee". Fixing some animations, including melee combat and the stiff running would increase visual quality of the game more than a billion 4K texture updates.

Again - do not reduce melee range - melee builds deserve some love - adjust animations to match the range. Melee moves should look as cool as some other classes like Arcanist. Tired of getting hit by invisible weapon, limb or a creature whose hitbox is obviously meters away and did not touch me.
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