MovesLikeJaguar wrote: »I'm an animator, that's my job. I mainly animate for television and movies, but have done some work on games. I can tell you right now, the old animation was better. Exaggeration, anticipation, follow through, arcs, slow in and slow out... It used the principles of animation in a much better way than the new animation. See, the principles exist because without them, animation looks bad. A cartoon doesn't look like reality if you rotoscope exactly, it looks more alive if you exaggerate movements, squash and stretch beyond what a normal human can, etc.
Watch the new animation closely. The first two attacks are exactly the same with no variation in timing. There's no slow in or slow out, anticipation, squash or stretch, or exaggeration. It's just a straight forward animation, frame by frame. It feels stiff, like a robot is moving. The last jab is also slow. It pulls back at the same speed that it stabs, which does not look like a stab.
Here's how I'd fix the animation; for one, there would be variation in the first two strikes, which wouldn't be perfect stabs but have little arcs that the tip of the spear moves in to make it look alive and like an actual warrior is wielding the spear. The arms wouldn't move in perfect repetition. There would be a slight pause at the end of the pull back animation for the first two strikes, and the stab itself would launch forward faster. The body would also move back with the pull back, and arch forward when attacking. Not as much as the final attack, but the body would move a bit unlike the current animation. The second stab would not pull back as far as the first. They're two quick jabs, and pulling back that far both makes the timing of the animation slower, but also makes it look weird. The final attack would pull back similar to how it does, but the launch forward would be faster, and the spear would reach further. It would go in a straight line this time to contrast the arcs from the first two hits, as the arms themselves would be moving in arcs. The character would let go of the spear with their left hand towards the end of the animation to allow them to lunge forward even more than before, which would also give it a better explosive feeling.
That's how I'd fix it. Right now, it needs a complete rework, but the animation I outlined would take an experienced animator maybe a day or two of work to do.
They have shortened the skills duration and adjusted the animation time before without touching the overall visual design.
I dont know why they had to mess with it now.
Yeah...but the old animation is really low resolution. This is more defined. Is it being more defined and thus more noticeable bothering you? The old one just looks like a yellow blur...this one you can actually see a weapon being used.
An ugly ass weapon with a lazy animation
The other one was so low resolution and was broken in pieces and not even whole because of the low quality. The newer one is higher resolution and you can finally see the detail of it. Lazy animation? What is lazy about it? The main differences between the animations is the newer one has a trail effect added to it so you see the movement more clear and the final thrust is now more accurate since it goes from back to front instead of trying to lunge forward and over extending yourself.
I have no problem with upgrading it for a better resolution one. I have a problem with THIS specific one.
The old one might be a shiny blur, but I'd rather go with that for a ''holy'' templar than a regular golden sprayed spear.
Everything I feel about this change was already said by others, but here we go:
1. Ugly regular spear that doesn't feel ''aedric'' at all, which takes away templar's identity
2. Too big and wrongly held (whats the point of having a huge ass spear if youre gonna fight holding it at the tip?)
3. Animation feels silly
4. It looks like a noodle
Ok I am on PTS right now...where are you seeing it being held wrong? Im on an argonian right now and it feels like its held correctly and nowhere close to the tip. More so than the original because on the last swing you are not over extending anymore. Noodle? What? The only time I heard that was when Deltia made a joke about it and then people just repeated it but then never actually tried it themselves. So I am going to ask again...what is the scenario you are personally seeing this in game and not on some content creators stream where they talk like this to get clicks and I'll go try and recreate it right now to see what you are seeing.

MovesLikeJaguar wrote: »I'm an animator, that's my job. I mainly animate for television and movies, but have done some work on games. I can tell you right now, the old animation was better. Exaggeration, anticipation, follow through, arcs, slow in and slow out... It used the principles of animation in a much better way than the new animation. See, the principles exist because without them, animation looks bad. A cartoon doesn't look like reality if you rotoscope exactly, it looks more alive if you exaggerate movements, squash and stretch beyond what a normal human can, etc.
Watch the new animation closely. The first two attacks are exactly the same with no variation in timing. There's no slow in or slow out, anticipation, squash or stretch, or exaggeration. It's just a straight forward animation, frame by frame. It feels stiff, like a robot is moving. The last jab is also slow. It pulls back at the same speed that it stabs, which does not look like a stab.
Here's how I'd fix the animation; for one, there would be variation in the first two strikes, which wouldn't be perfect stabs but have little arcs that the tip of the spear moves in to make it look alive and like an actual warrior is wielding the spear. The arms wouldn't move in perfect repetition. There would be a slight pause at the end of the pull back animation for the first two strikes, and the stab itself would launch forward faster. The body would also move back with the pull back, and arch forward when attacking. Not as much as the final attack, but the body would move a bit unlike the current animation. The second stab would not pull back as far as the first. They're two quick jabs, and pulling back that far both makes the timing of the animation slower, but also makes it look weird. The final attack would pull back similar to how it does, but the launch forward would be faster, and the spear would reach further. It would go in a straight line this time to contrast the arcs from the first two hits, as the arms themselves would be moving in arcs. The character would let go of the spear with their left hand towards the end of the animation to allow them to lunge forward even more than before, which would also give it a better explosive feeling.
That's how I'd fix it. Right now, it needs a complete rework, but the animation I outlined would take an experienced animator maybe a day or two of work to do.
Not to mention, the game has always been fast paced as far as the combat goes. This feels sluggish, it feels slow, it feels off. Light attack weaves and animation cancelling are the big selling points of the combat that make it interesting, because combos can be pulled off in so many ways in such quick succession. This animation does not go with the pace of current gameplay.
They have shortened the skills duration and adjusted the animation time before without touching the overall visual design.
I dont know why they had to mess with it now.
Yeah...but the old animation is really low resolution. This is more defined. Is it being more defined and thus more noticeable bothering you? The old one just looks like a yellow blur...this one you can actually see a weapon being used.
An ugly ass weapon with a lazy animation
The other one was so low resolution and was broken in pieces and not even whole because of the low quality. The newer one is higher resolution and you can finally see the detail of it. Lazy animation? What is lazy about it? The main differences between the animations is the newer one has a trail effect added to it so you see the movement more clear and the final thrust is now more accurate since it goes from back to front instead of trying to lunge forward and over extending yourself.
I have no problem with upgrading it for a better resolution one. I have a problem with THIS specific one.
The old one might be a shiny blur, but I'd rather go with that for a ''holy'' templar than a regular golden sprayed spear.
Everything I feel about this change was already said by others, but here we go:
1. Ugly regular spear that doesn't feel ''aedric'' at all, which takes away templar's identity
2. Too big and wrongly held (whats the point of having a huge ass spear if youre gonna fight holding it at the tip?)
3. Animation feels silly
4. It looks like a noodle
Ok I am on PTS right now...where are you seeing it being held wrong? Im on an argonian right now and it feels like its held correctly and nowhere close to the tip. More so than the original because on the last swing you are not over extending anymore. Noodle? What? The only time I heard that was when Deltia made a joke about it and then people just repeated it but then never actually tried it themselves. So I am going to ask again...what is the scenario you are personally seeing this in game and not on some content creators stream where they talk like this to get clicks and I'll go try and recreate it right now to see what you are seeing.
Got it, my man. You like it. I don't.
And as you said yourself, others didn't like it too. You can't choose which opinions are valid or not.
Others before me have already described why it feels lazy and silly and as long as we have eyes, we don't need to test it on pts to criticize the aesthetics of it. And yes, I've tested it myself. It looks awful.

YstradClud wrote: »Your a stamplar how do you think us magplars feel. It's like they are messing with all we have.
I'm on stamplar and I feel completely made redundant between the nerfs to jabs, ritual of retribution and the burning light change. All us poor templars will be wandering around lonely wondering what to do with ourselves, asking if anybody wants a shard lol
TheGreatBlackBear wrote: »MovesLikeJaguar wrote: »I'm an animator, that's my job. I mainly animate for television and movies, but have done some work on games. I can tell you right now, the old animation was better. Exaggeration, anticipation, follow through, arcs, slow in and slow out... It used the principles of animation in a much better way than the new animation. See, the principles exist because without them, animation looks bad. A cartoon doesn't look like reality if you rotoscope exactly, it looks more alive if you exaggerate movements, squash and stretch beyond what a normal human can, etc.
Watch the new animation closely. The first two attacks are exactly the same with no variation in timing. There's no slow in or slow out, anticipation, squash or stretch, or exaggeration. It's just a straight forward animation, frame by frame. It feels stiff, like a robot is moving. The last jab is also slow. It pulls back at the same speed that it stabs, which does not look like a stab.
Here's how I'd fix the animation; for one, there would be variation in the first two strikes, which wouldn't be perfect stabs but have little arcs that the tip of the spear moves in to make it look alive and like an actual warrior is wielding the spear. The arms wouldn't move in perfect repetition. There would be a slight pause at the end of the pull back animation for the first two strikes, and the stab itself would launch forward faster. The body would also move back with the pull back, and arch forward when attacking. Not as much as the final attack, but the body would move a bit unlike the current animation. The second stab would not pull back as far as the first. They're two quick jabs, and pulling back that far both makes the timing of the animation slower, but also makes it look weird. The final attack would pull back similar to how it does, but the launch forward would be faster, and the spear would reach further. It would go in a straight line this time to contrast the arcs from the first two hits, as the arms themselves would be moving in arcs. The character would let go of the spear with their left hand towards the end of the animation to allow them to lunge forward even more than before, which would also give it a better explosive feeling.
That's how I'd fix it. Right now, it needs a complete rework, but the animation I outlined would take an experienced animator maybe a day or two of work to do.
Not to mention, the game has always been fast paced as far as the combat goes. This feels sluggish, it feels slow, it feels off. Light attack weaves and animation cancelling are the big selling points of the combat that make it interesting, because combos can be pulled off in so many ways in such quick succession. This animation does not go with the pace of current gameplay.
[snip] The channel time is shorter at .8 seconds vs 1 second on live. This actually makes it more conducive to LAW and other forms of animation cancelling. Did you bother to hop on the PTS, do research, or even read the patchnotes?
They have shortened the skills duration and adjusted the animation time before without touching the overall visual design.
I dont know why they had to mess with it now.
Yeah...but the old animation is really low resolution. This is more defined. Is it being more defined and thus more noticeable bothering you? The old one just looks like a yellow blur...this one you can actually see a weapon being used.