YandereGirlfriend wrote: »I haven't used Flurry in a long time but I also liked the five strikes and the weird little animation.
It looked like a little kid trying to punch his older brother on a 90's sitcom or something.
I honestly like both a lot, though the new animation doesn’t fit the button art. The fast paced jabs were really fun, but weird with blunt weapons. The new one is fun to weave with but its looseness makes it only really fit personality-wise with characters known for being sassy or having a bit of flair.
MovesLikeJaguar wrote: »I also liked the old animation a bit. It was a bit crunchy, and probably needed a visual animation update with a push to .8 casting time, since the animation again was crunchy, but I did like the old one. But I do prefer the new one, since the animation is not crunchy.
What I hate about the new one is the principle of ZoS reusing content in-game for "new" animations, when it comes to player skills. They can feel free to reuse animations when making NPCs and monsters. But when it comes to player skills, if they are going to make a new skill, I FIRMLY believe they should solely make it a visual upgrade with NEW animations. Jabs for example, I hate the new animation. It feels crunchier than before, but more than that, it uses the Nighthollow staff motif as the model for the spear. That is unacceptable.
Even if I think the "new" animation for Flurry and its morphs feels better to use (especially when using an axe or a mace, since you wouldn't be stabbing with those), I can't stand by the fact that ZoS literally just put two light attack animations together to make this "new" animation. I don't mind if they use it as a placeholder while they make a brand new animation. But I am not happy that they are trying to call this a new animation, when it very much is not. These are the things we use every day. We deserve more than a half-assed skill rework that changes the animation from something unique, to something not.
MovesLikeJaguar wrote: »I also liked the old animation a bit. It was a bit crunchy, and probably needed a visual animation update with a push to .8 casting time, since the animation again was crunchy, but I did like the old one. But I do prefer the new one, since the animation is not crunchy.
What I hate about the new one is the principle of ZoS reusing content in-game for "new" animations, when it comes to player skills. They can feel free to reuse animations when making NPCs and monsters. But when it comes to player skills, if they are going to make a new skill, I FIRMLY believe they should solely make it a visual upgrade with NEW animations. Jabs for example, I hate the new animation. It feels crunchier than before, but more than that, it uses the Nighthollow staff motif as the model for the spear. That is unacceptable.
Even if I think the "new" animation for Flurry and its morphs feels better to use (especially when using an axe or a mace, since you wouldn't be stabbing with those), I can't stand by the fact that ZoS literally just put two light attack animations together to make this "new" animation. I don't mind if they use it as a placeholder while they make a brand new animation. But I am not happy that they are trying to call this a new animation, when it very much is not. These are the things we use every day. We deserve more than a half-assed skill rework that changes the animation from something unique, to something not.
Kinda worries me if they ever give Warden a new Spammable. Just going to throw a sideways Bird at someone or maybe a squirrel. Make it as janky as possible.
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »I also liked the old animation a bit. It was a bit crunchy, and probably needed a visual animation update with a push to .8 casting time, since the animation again was crunchy, but I did like the old one. But I do prefer the new one, since the animation is not crunchy.
What I hate about the new one is the principle of ZoS reusing content in-game for "new" animations, when it comes to player skills. They can feel free to reuse animations when making NPCs and monsters. But when it comes to player skills, if they are going to make a new skill, I FIRMLY believe they should solely make it a visual upgrade with NEW animations. Jabs for example, I hate the new animation. It feels crunchier than before, but more than that, it uses the Nighthollow staff motif as the model for the spear. That is unacceptable.
Even if I think the "new" animation for Flurry and its morphs feels better to use (especially when using an axe or a mace, since you wouldn't be stabbing with those), I can't stand by the fact that ZoS literally just put two light attack animations together to make this "new" animation. I don't mind if they use it as a placeholder while they make a brand new animation. But I am not happy that they are trying to call this a new animation, when it very much is not. These are the things we use every day. We deserve more than a half-assed skill rework that changes the animation from something unique, to something not.
Kinda worries me if they ever give Warden a new Spammable. Just going to throw a sideways Bird at someone or maybe a squirrel. Make it as janky as possible.
Ikr? did you know, they reused the animation for the Cliffracer spammable a couple months after Warden's release. The Murderous Strike emote, which lets you throw a crow at a player, is the exact same animation as Warden's cliffracer. ZoS has a long track record of reusing assets, including animations from skills. This is just the first time they did it for skills players use, what with Jabs and Flurry.
Reusing old animations aside, I do think the "new" animation is more sensible (especially with axes and maces) and it feels better to weave with, and personally I think hunching over and rapidly thrusting as you strafed around your target looked a lot more silly imo.
I also think a large part of why people don't like the new animation is because they think its "two light attacks", and therefore it looks and sounds off, but if you pay attention to the animation it is actually four separate hits. Basically its two hits, one from each weapon, from right to left, then another two hits from left to right.
However, the animation could use some refinement though to make that more clear.
Reusing old animations aside, I do think the "new" animation is more sensible (especially with axes and maces) and it feels better to weave with, and personally I think hunching over and rapidly thrusting as you strafed around your target looked a lot more silly imo.
I also think a large part of why people don't like the new animation is because they think its "two light attacks", and therefore it looks and sounds off, but if you pay attention to the animation it is actually four separate hits. Basically its two hits, one from each weapon, from right to left, then another two hits from left to right.
However, the animation could use some refinement though to make that more clear.
OP, not sure why you care about flurry now that they buffed surprise attack. Theres a huge difference between them. You would gimp yourself using flurry.
Surprise attack doesn't 100% crit currently on pts tho. Hopefully they'll fix it next time.
OP, not sure why you care about flurry now that they buffed surprise attack. Theres a huge difference between them. You would gimp yourself using flurry.
Surprise attack doesn't 100% crit currently on pts tho. Hopefully they'll fix it next time.
SA crit: it does, Trail Dummy has a very funky hitbox.
Why i still care, if your blonde wife of 10 years comes home with red hair, even through everybody say it looks better, you probably would care too.
As stated, Flurry for me, never gets old. I gimp myself for 5 year, because I like it so much, still outperform rnd vPledges.
For any real serious Content I do play the MagBlade Meta, or Stam if possible.
MovesLikeJaguar wrote: »Reusing old animations aside, I do think the "new" animation is more sensible (especially with axes and maces) and it feels better to weave with, and personally I think hunching over and rapidly thrusting as you strafed around your target looked a lot more silly imo.
I also think a large part of why people don't like the new animation is because they think its "two light attacks", and therefore it looks and sounds off, but if you pay attention to the animation it is actually four separate hits. Basically its two hits, one from each weapon, from right to left, then another two hits from left to right.
However, the animation could use some refinement though to make that more clear.
That's just the heavy attack animation, then, minus the weapon twirling and wind-up. Same thing.
YandereGirlfriend wrote: »Reusing old animations aside, I do think the "new" animation is more sensible (especially with axes and maces) and it feels better to weave with, and personally I think hunching over and rapidly thrusting as you strafed around your target looked a lot more silly imo.
I also think a large part of why people don't like the new animation is because they think its "two light attacks", and therefore it looks and sounds off, but if you pay attention to the animation it is actually four separate hits. Basically its two hits, one from each weapon, from right to left, then another two hits from left to right.
However, the animation could use some refinement though to make that more clear.
Important consideration - you are losing a chance at a status effect with the new animation.
Single-target Direct Damage is a big 10% chance so you are going to forfeit a bunch of additional Hemorrhaging instances as well over the course of a long fight.
OP, not sure why you care about flurry now that they buffed surprise attack. Theres a huge difference between them. You would gimp yourself using flurry.
Surprise attack doesn't 100% crit currently on pts tho. Hopefully they'll fix it next time.
SA crit: it does, Trail Dummy has a very funky hitbox.
Why i still care, if your blonde wife of 10 years comes home with red hair, even through everybody say it looks better, you probably would care too.
As stated, Flurry for me, never gets old. I gimp myself for 5 year, because I like it so much, still outperform rnd vPledges.
For any real serious Content I do play the MagBlade Meta, or Stam if possible.
Tried SA on 3 mil also. Tried from behind and sides. It's not 100% criting.
It's really hard for me to judge the new Flurry animation fairly when the sound and animation desync is so horrific.
The character slashes (a bit drunkenly, because the feet are moving in a way that suggests being off-balance) once with the right arm and once with the left, but somehow the damage and sound hit twice per slash? How does one slash generate two squishy-sounding hits?
My eyes and ears are trying to convince my brain that two very different things are happening (two slashes versus four stabs), and it just isn't working for me.
I don't generally watch animations when I parse or do serious content, but this is going to be very distracting while I'm trying to concentrate on my skill bars (sorry, ZOS, I'm watching those bars more closely than ever because of the changes to skill timers).
It's really hard for me to judge the new Flurry animation fairly when the sound and animation desync is so horrific.
The character slashes (a bit drunkenly, because the feet are moving in a way that suggests being off-balance) once with the right arm and once with the left, but somehow the damage and sound hit twice per slash? How does one slash generate two squishy-sounding hits?
My eyes and ears are trying to convince my brain that two very different things are happening (two slashes versus four stabs), and it just isn't working for me.
I don't generally watch animations when I parse or do serious content, but this is going to be very distracting while I'm trying to concentrate on my skill bars (sorry, ZOS, I'm watching those bars more closely than ever because of the changes to skill timers).
It is four separate hits though. First hit is the left weapon hitting quickly from right to left, then the right weapon hits from right to left, and then again from left to right, followed by the left weapon hitting from left to right.
Edit: Maybe they need to slightly delay and telegraph the first hit and then squeeze in the following three hits faster, then adjust the audio of the following hits accordingly. I think people not noticing that first hit might be what's confusing people here.
It's really hard for me to judge the new Flurry animation fairly when the sound and animation desync is so horrific.
The character slashes (a bit drunkenly, because the feet are moving in a way that suggests being off-balance) once with the right arm and once with the left, but somehow the damage and sound hit twice per slash? How does one slash generate two squishy-sounding hits?
My eyes and ears are trying to convince my brain that two very different things are happening (two slashes versus four stabs), and it just isn't working for me.
I don't generally watch animations when I parse or do serious content, but this is going to be very distracting while I'm trying to concentrate on my skill bars (sorry, ZOS, I'm watching those bars more closely than ever because of the changes to skill timers).
It is four separate hits though. First hit is the left weapon hitting quickly from right to left, then the right weapon hits from right to left, and then again from left to right, followed by the left weapon hitting from left to right.
Edit: Maybe they need to slightly delay and telegraph the first hit and then squeeze in the following three hits faster, then adjust the audio of the following hits accordingly. I think people not noticing that first hit might be what's confusing people here.
YandereGirlfriend wrote: »I haven't used Flurry in a long time but I also liked the five strikes and the weird little animation.
It looked like a little kid trying to punch his older brother on a 90's sitcom or something.