Greetings,
When I recently returned to ESO for U35, I was disappointed that the Templar's jabs had changed. I do not much mind that they were nerfed, nor that the related passive (Burning Light) was also gutted. We had a good run with the jabs+passive being a bit overtuned, and now it's over. Okay. But the animation sequence itself, and the art of the spear, are two things which really need to go.
The animation: It's stiff and jerky, destroys my immersion in the game and forces me to see the mathematical rigidity of the animation coding. There is no "spirit," no illusion of living motion in those two mehcanical thrusts and the wooden lean. Also, there should be no reason why my character holds the spear near the head. (1) That's not how spears work. They stab from range, and are meant to keep enemies at bay. (2) Given the area of effect, 8x6, it would make more sense to have characters grip the spear more toward the bottom. This would give the illusion that the spear is actually stabbing through and around that target area.
The spear art: It doesn't look like a spear any more. Some have said it more resembles a fishing gaff, I say it resembles bad dime store pinups from artists who don't have the first clue about medieval weaponry. Spears are suppoed to poke and stab through things, which means they should be narrow. Very narrow and very sharp. The current art makes it seem like I am trying to stab with an oar or paddle rather than a spear. Remember: spears are not meant to slice or chop, so a comically large head is missing the point.
A simple fix would be to revert Puncturing Strikes and its morphs back to the previous animation and art. Those maintained immersion and didn't break engagement with the game. If you wanted to maintain the three strikes of the current iteration, for the purpose of the new passive, maybe this is an alternate solution: keep the old animation, removing the fourth strike; and for the final strike, simply have the character pull back a little farther and thrust forward a little farther. No turn, no lean, just the appearance of greater effort in the arms (maybe a little in the waist and back).
I want to end this post with a little cherry on top. I am legally blind, having only about ten degrees of vision, and so I rely on a lot more than just visuals to play this game. I rely on sounds to time attacks, or to know when I can cast another spell or use another ability. The sounds of the old animation were smooth and fluid and constant (--woosh --woosh --woosh --woosh), so I knew by sound when I could click and do something else. Because I could count on the constancy of the old animation sounds, I could smoothly and comfortably engage combat. And let's face it, combat is about 90% of this game. This new sound (--woosh --woosh . . . . waiting . . . waiting . . . --woosh) destabilizes my play because it seems erratic and inconstant. Something seems aurally a little off every time. I know that one of the devs gave a published statement, "we get it, change is scary." But . . . seriously, when you change something on a blind person, or on an autistic person, or on someone with a kind of disorder that depends on constancy, it's not just scary. It's unnerving and unbalancing, and it fundamentally affects the way we move and "feel" our way around the world. As it pertains to this post, having an irregular audio clip ruins my interaction with the character, and therefore ruins my interaction with the game and its diegetic elements.
As an autistic person, I don't want the old one back.
At 1 second channel time and 4 hits, plus the ridiculous imbalance of a single ability producing the same effort every other class has to use a full bar to do... that's unfair.
The animation as a 0.8 second channel is vastly superior and being 1 second means I will 100% believe people ONLY WANT IT BACK WHEN ITS OVERPOWERED. No other class has a perfect spammable that kills, heals and provides aoe like this - there's no way it's fair to bring back the original Jabs.
Making a case for the sound is 100% something I will support - keeping it consistent and not, say, 3 seconds then 6 seconds, would make sense. (oops, guess I got sidetracked hehe) But 100% DO NOT BRING BACK THE OVERPOWERED JABS because 1 button rotation defeats the point of fairness and beggars belief this game let it go on for so long.
My templar still uses Jabs because it's still 14k with a heal versus Rapid Strikes 13k or Bloodthirst 12k plus a heal or most classes sitting on 10-11k spammables (or Warden sitting on 9k plus some fancy under 1k/second bleed or the buff which defeats the purpose of it being a spammable).
FlipFlopFrog wrote: »It's something new, give it a bit of time and you will get used to the new one.
FlipFlopFrog wrote: »It's something new, give it a bit of time and you will get used to the new one.
UnabashedlyHonest wrote: »There is a bigger picture here.
If ZOS will gut one class with multiple significant nerfs and unneeded and unwanted animation changes, they will do it to any class.
The extreme changes made to templar all in one update is the kind of thing that can and should effect the player bases' confidence in the competency and direction zos is taking ESO.
If it can happen to templars, it can happen to any class just as quickly and without warning.
I'll never understand why ZOS went with a Nighthollow stave as the new "spear" for templars. How did that change ever seem acceptable at the development level? A spear is a stamina based weapon. Staves are magic based weapons. ZOS decided to make the Nighthollow stave a stamina weapon on templars for some reason. Not only is the animation quirky and clunky, it's using an established magic based weapon as a stamina weapon now. (I know, there is a magic based morph of jabs too) Its such a wacky change to make that it's got a significant portion of the player base just asking "just exactly what is going on here?"
U35 caused me to cancel my sub that had been active since August 2014. That's how radically the changes in U35 shook my confidence in the company. That and there has been no mention of reversing or revisiting any of these very significant changes that essentially nobody is happy with.
As an autistic person, I don't want the old one back.
At 1 second channel time and 4 hits, plus the ridiculous imbalance of a single ability producing the same effort every other class has to use a full bar to do... that's unfair.
The animation as a 0.8 second channel is vastly superior and being 1 second means I will 100% believe people ONLY WANT IT BACK WHEN ITS OVERPOWERED. No other class has a perfect spammable that kills, heals and provides aoe like this - there's no way it's fair to bring back the original Jabs.
Making a case for the sound is 100% something I will support - keeping it consistent and not, say, 3 seconds then 6 seconds, would make sense. (oops, guess I got sidetracked hehe) But 100% DO NOT BRING BACK THE OVERPOWERED JABS because 1 button rotation defeats the point of fairness and beggars belief this game let it go on for so long.
My templar still uses Jabs because it's still 14k with a heal versus Rapid Strikes 13k or Bloodthirst 12k plus a heal or most classes sitting on 10-11k spammables (or Warden sitting on 9k plus some fancy under 1k/second bleed or the buff which defeats the purpose of it being a spammable).
OP specifically said “I do not much mind that they were nerfed, nor that the related passive (Burning Light) was also gutted. We had a good run with the jabs+passive being a bit overtuned, and now it's over. Okay.”
He/she is not asking for the damage to be reverted, just the animation. I think zos was trying to make it easier for people to get visual cues for weaving jabs. But watching your character thrusting a flagpole is just unimmersive.
I like the new animation. When a trial group is stacked I can see the animation much better than before. Took a while to get used to it doing solo stuff but I went out and did several world bosses and I'm good now. Needed to get used to a new rotation also. Still working a bit on that rotation though.
I'm guessing (just a guess) if this animation had been around for years and then they switched it to what is now the old animation we would see much the same uproar. Adjusting to change is almost always uncomfortable but usually doesn't take long.
UnabashedlyHonest wrote: »There is a bigger picture here.
If ZOS will gut one class with multiple significant nerfs and unneeded and unwanted animation changes, they will do it to any class.
The extreme changes made to templar all in one update is the kind of thing that can and should effect the player bases' confidence in the competency and direction zos is taking ESO.
If it can happen to templars, it can happen to any class just as quickly and without warning.
I'll never understand why ZOS went with a Nighthollow stave as the new "spear" for templars. How did that change ever seem acceptable at the development level? A spear is a stamina based weapon. Staves are magic based weapons. ZOS decided to make the Nighthollow stave a stamina weapon on templars for some reason. Not only is the animation quirky and clunky, it's using an established magic based weapon as a stamina weapon now. (I know, there is a magic based morph of jabs too) Its such a wacky change to make that it's got a significant portion of the player base just asking "just exactly what is going on here?"
The animation: It's stiff and jerky, destroys my immersion in the game and forces me to see the mathematical rigidity of the animation coding. There is no "spirit," no illusion of living motion in those two mehcanical thrusts and the wooden lean. Also, there should be no reason why my character holds the spear near the head. (1) That's not how spears work. They stab from range, and are meant to keep enemies at bay. (2) Given the area of effect, 8x6, it would make more sense to have characters grip the spear more toward the bottom. This would give the illusion that the spear is actually stabbing through and around that target area.
I like the new animation. When a trial group is stacked I can see the animation much better than before. Took a while to get used to it doing solo stuff but I went out and did several world bosses and I'm good now. Needed to get used to a new rotation also. Still working a bit on that rotation though.
I'm guessing (just a guess) if this animation had been around for years and then they switched it to what is now the old animation we would see much the same uproar. Adjusting to change is almost always uncomfortable but usually doesn't take long.
https://www.coca-colacompany.com/company/history/the-story-of-one-of-the-most-memorable-marketing-blunders-ever
There are probably people who liked the new Coke formula better when it came out. Doesn't change the fact that many people liked the old formula better.
I like the new animation. When a trial group is stacked I can see the animation much better than before. Took a while to get used to it doing solo stuff but I went out and did several world bosses and I'm good now. Needed to get used to a new rotation also. Still working a bit on that rotation though.
I'm guessing (just a guess) if this animation had been around for years and then they switched it to what is now the old animation we would see much the same uproar. Adjusting to change is almost always uncomfortable but usually doesn't take long.
https://www.coca-colacompany.com/company/history/the-story-of-one-of-the-most-memorable-marketing-blunders-ever
There are probably people who liked the new Coke formula better when it came out. Doesn't change the fact that many people liked the old formula better.
and how do you think they would have reacted if the New Coke had been the original and was replaced? They wouldn't like it because it was/is different. Most would get used to the new flavor fairly quick and then would be reluctant to go back.
Or they'd switch to one of the other cola brands, like Pepsi or RC or maybe even just switch to water and quit the roller coaster all together.
stevenyaub16_ESO wrote: »I dunno why people keep wanting an animation that is 30% longer than the actual skill duration.
Or they'd switch to one of the other cola brands, like Pepsi or RC or maybe even just switch to water and quit the roller coaster all together.
Maybe I am mistaken, but it sounds like you are saying that if we do not enjoy the new class animations we should simply choose a new class to play, or stop playing altogether. There are some problems with this kind of thinking.
Firstly, I highly doubt ZoS wants to lose paying customers (I am a subber), but instead would like to keep current customers as well as attract more. Listening to and responding to customer feedback is a good way to keep a business running. If food tastes really bad and keeps getting sent back, changes are made to the recipe so that sales can continue and grow. Coca-Cola is our chosen example, but is not the only product. Butterfinger is a good recent example, and back in the 2000's Capri Sun changed their recipe for similar concerns. In the gaming sphere Final Fantasy XIV completely shut down and rebooted itself to make their game better and let their players have a more enjoyable experience. (Look where they are now, because they do listen to customers.) If ZoS listened to the massive negative feedback from the Templar community and reverted the jab art, I am pretty sure they would earn some positive creds and keep paying customers. (Also, ZoS has demonstrated in the past that they do in fact listen to customer feedback. I am hoping they will do so in this situation as well.)
Another problem with your analogy is that, as the Coca-Cola article points out, changing to a new class or leaving ESO altogether doesn't account for the bond players have with their current characters - bonds they don't want "tampered" with. The suggestion implies players specifically SHOULDN'T bond with a class, that they should be willing to drop characters (many of which reflect hundreds of invested hours) at a moment's notice and think nothing of it. But ZoS specifically does want us to bond with characters. (Look at their Crown Store model and policies.) And it's also true that we create personal narratives with these characters, whether we realize it or not.
In the end, telling players to essentially "get lost" if they don't like animation changes, or changes in gameplay mechanics, is dismissive and disrespectful toward people who provide the company with money. Look at what happened to World of Warcraft with Shadowlands. Putting aside for a moment the legal and social concerns - which are extensive - Blizzard still had a serious problem in that they DID effectively tell players to get lost . . . and players did. Now their game is effectively dead, and the company is struggling to recover.
More than that, though, telling players to get lost because they want to keep a long-standing and iconic animation is dismissive and disrespectful of the game itself, and the game environment that players have come to enjoy and support for several years now. Call me naive, but I'm really hopeful that ZoS does have respect and care for its own product.
shadyjane62 wrote: »The only way I will have any future in the this game is if they revert the change.
UnabashedlyHonest wrote: »Being forced to get used to something doesn't mean the change is acceptable or warranted. It's essentially being forced to take a 30% pay cut for doing the same job with all the same responsibilities. And having to endure a new goofy dress code at the same time.
I like the new animation. When a trial group is stacked I can see the animation much better than before. Took a while to get used to it doing solo stuff but I went out and did several world bosses and I'm good now. Needed to get used to a new rotation also. Still working a bit on that rotation though.
I'm guessing (just a guess) if this animation had been around for years and then they switched it to what is now the old animation we would see much the same uproar. Adjusting to change is almost always uncomfortable but usually doesn't take long.
https://www.coca-colacompany.com/company/history/the-story-of-one-of-the-most-memorable-marketing-blunders-ever
There are probably people who liked the new Coke formula better when it came out. Doesn't change the fact that many people liked the old formula better.
and how do you think they would have reacted if the New Coke had been the original and was replaced? They wouldn't like it because it was/is different. Most would get used to the new flavor fairly quick and then would be reluctant to go back.