Bring back old Rushed Ceremony animation in U13.

Cinbri
Cinbri
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Bring back old Rushed Ceremony animation

As I already mentioned it
Cinbri wrote: »
b. There is overpowered visual effect associated with Rushed Ceremony and Breath of Life in particular:
  • 1. Rushed Ceremony source of cast visual effect - currently is showing 2 strings round character meaning him as caster, however this animation is usless coz it is impossible to determine this effect and caster in large scale PvP nor to find out if spell affected anyone, in addition to BoL visual effect that making it almost invisible.
    rushed.jpg
    I vote for returning old animation of transparent strings that were coming from your hand to people that got heal. This animation was perfect and allowed not just determine source of cast much easier but also to determine whos of allies got healing or simply where did your Honor's heal go and why it didn't heal you, it also allowed to determine enemy healers in enemy tactical formation much easier. Only negative aspect was invalid animation of healing through walls but after LoS was added to Rushed ceremony, this is no more a problem. It was most informative visual effect
    transparent.jpg
    So, I highly demand for its return.
  • 2. Breath of Life visual effect is too bright:
    bol.jpg
    . Given that it still main morph coz problem i described before - battlefield transformed into some toxic disco-party everywhere. In large scale Cyro battles it draining too much resources and even leaving visual artefacts when PC unable to analyze it:
    artef.jpg
    It should become at lest more transparent.
Now, more detailed:
1. Current animation is toxic on battlefield and sinply irrelevant.
2. Current animation doesn't carry any information, unlike old one.
3. Current animation is not lore-wise to current mechanic.
4. Current animation wasting too much hardware resources, unlike old one.
So: not lore-wised animation - currently it have animation of light from the ground, but it wrong coz nowdays this skill affected by LoS and can't be casted through doors and walls, and thus such mechanic can be only represent by "ray" animation.
Judging from my own experience current animation in compare with old one drain too much resources on it's visual effect, returning to old animation will increase perfomance, don't ignore this fact.
Since Templar official color is yellow - we already have required animation in game data in 2 possible ways:
1. Ray animation of Energy Orb: (imagine that Orb is Templar that used Breath of Life)
suggestion.jpg
It works like old templar animation and thus pefrect:
a. It has ray animation from caster to target and thus carrying information: for ally - of whom being healed by whom, for enemy - position of enemy healer.
b. Morph animation - it is not too bright and thus not toxic but help and carrying information of which morph was used by caster.
Both of those things are lore-friendly to skill and templar theme in all possible aspects. While BoL can have yellow smoke representing "breath", Honor the Dead still can use essence theme, either coming from ground or to be more mechanic-friendly - coming from middle of affected char in explosion formation like Equlibrium skill.
2. Afraiding that this animation might be too transparent we can adopt another animation that is friendly to Templar too and more visible: ray healing of npc menders:
sugg2.jpg
It is bright and will be more visible but still not as toxic as current. Liteally it same animation from Energy Orb but less transparent.
In the end i brought several screenshots for compairing:
First try to figure out who is healer, whom is healed with current animation:
444.jpg
image.jpg
image.jpg
image.jpg
And now with old animation:
image.jpg
333.jpg
image.jpg
And now if imagine that ray animation of menders would be back, consider how easily visible it is compare to current one:
image.jpg

@Wrobel This animation needed for smart heal, not for AoE heal like Energy Orb or npcs where it bring zero meaning.
Edited by Cinbri on March 20, 2019 10:29PM
  • Cinbri
    Cinbri
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    As far as I know some people might be afraid that old animation might be even worse and annoying with ray animation, majority of people don't even remember this animation as templar class wasn't so popular back at release or many veteran templars left game, so I would like to say again:
    1. It has no cast time and thus looking more like blink or flash rather than just large beam over battlefield like Radiant Destruction.
    2. It perfect for chaos of battlefield when you don't even have time to look around and check where is your teammates. This chaos brought us adaptive solutions for group reposition like Provision's TeamFormation addon that show teammates on minimap. So, it would be nice if vanilla game, without addon's that seriously decerasing game's perfomance, could provide information on such basic level as visual animation (those things in MMO exist for this purpose).
    Here is short video of BoL test that perfectly demonstrate those things I told about:
    https://www.youtube.com/watch?v=wHA7m8RZp4I

    As PvPer I really wana see it's return same as Blinding Light.
    How could it affect PvE? It will show where your heals wasted and it won't eat too much resources on rendering. Here is trial video:
    https://www.youtube.com/watch?v=rpuHri3wKlI
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    @Wrobel could we get at least a short note that such thing would be looked at or ZOS won't even bother with it coz skill will be rebalanced and this request won't be even viable then.
  • Iyas
    Iyas
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    Get the old animations back!
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • Ashamray
    Ashamray
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    I remember those terrible buggy green stripes remaining after BoL cast. Don't want them back. But agree that brightness should be toned down.
    Edited by Ashamray on December 8, 2016 4:17PM
    Boadrig, EU PC

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  • Cinbri
    Cinbri
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    Ashamray wrote: »
    I remember those terrible buggy green stripes remaining after BoL cast. Don't want them back. But agree that brightness should be toned down.
    I would agree that this would be huge drawback and maybe ever reason why animation was changed in past but it no longer valid point:
    in the past due all stripes animations (BoL, Repentance, resto-staff heavy attack, etc.) were causing visible artefacts after cast. But since that time (more than 1 year passed) there was already several changes to physic of engine and thus those artefacts are no longer can exist.
    You also can try it by going intoTF during primetime and soam Energy Orb. From doing it you will notice 2 things:
    1. String animation can't be bugged anymore.
    2. String animation draining much less resources. Even on my multithread core PC at a time when game stop rendering animations and enemy models at all this animation still visible, even despite that unlike BoL it flashing not 2 rays but 6 for each orb and thus in compare to BoL should drain 3x more PC resources.
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