Bring back old Rushed Ceremony animation
As I already mentioned it
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.
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
So, I highly demand for its return.
- 2. Breath of Life visual effect is too bright:
. 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:
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)
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:
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:
And now with old animation:
And now if imagine that ray animation of menders would be back, consider how easily visible it is compare to current one:
@Wrobel This animation needed for smart heal, not for AoE heal like Energy Orb or npcs where it bring zero meaning.