More variety in animations (2 handers)

MightyHarken
MightyHarken
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Hello guys, I'm not entirely sure this is the correct place to submit feedback and things everyone would like to see but here I go.

Currently there are a lot of stiff/boring animations in the characters, this post is about some of those animations that could have a small change only to improve the small things of the game, after all, we all know it's the "small things" that matter.

So here are my ideas on the subject for 2 handers.

1.Currently my character holds his weapon in the same position no matter if he's standing or running and instead of making him look battle ready, it actually looks like he's scared and he's holding on to the only thing that can protect him, how about we change the way a character holds his weapon when he's running or even walking, let him/her rest that big weapon on his shoulder so he doesnt get too tired before reaching the enemy!.

2.the next animation I want to talk about is wrecking blow. Currently the strongest ability in a 2 handers arsenal, despite being so important though, it just has 1 animation that repeats itself and makes it look weird and boring so perhaps it could have a different set of animations depending on how many wrecking blows you use in a row, the first animation is great on it's own, but a second animation just looks repetetive and weird, how about we give it a better follow up leading it where it was in the first animation so at least it makes sense physically. I'm going to attach a file I sketched a few moments ago to give you guys a better idea on the matter. I sincerely hope it will make sense to everyone else's eyes. NRc4qzT.jpg?1
  • Lynx7386
    Lynx7386
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    Agreed, animations in this game are incredibly lacking. Doesnt even seem like they used motion capture technology, but had someone artificially animate in a modelling program like 3dsmax. That kind of thing may have flown in games a decade ago, but in the modern gaming industry it's motion capture or bust. If you can afford voice acting for a game of this scale, you can afford to hire a motion capture actor or two.

    I also think that each weapon type needs its own animation set. You dont use a two handed sword in the same way that you use a two handed maul or axe, they have completely different motions in combat (or should, they dont in this game). The same deal goes for one handed weapons - currently abilities like flurry only work with one weapon type. Flurry looks absolutely *** when used with any weapon setup other than dual daggers. Flurry being a series of stabs is fine for two small daggers, but when you're using dual axes or maces or swords it should be a series of slashes/smashes instead. You dont stab someone with the blunt end of a mace, it just doesnt work (that problem occurs with 1h/shield abilities as well, namely puncture).

    Stealth animations for some weapons are also extremely poor right now. The way you carry a two handed weapon while sneaking is like holding a flag saying "I'm here, see me?". The weapon should be held low at the side, not straight up in the air.

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  • MightyHarken
    MightyHarken
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    Thank you for the reply, surely the game is lacking in a lot of small things but overall is a good game, we just need to work out the small stuff that matters to me and to a lot of people who are more observative.
  • MightyHarken
    MightyHarken
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    Bump
  • MightyHarken
    MightyHarken
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    Was just wondering if this could make a come back, I really want to know what people think.
  • OmniDevil
    OmniDevil
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    The animations are one reason I stay away from the 2H play style. Though I can understand a larger/heavier weapon being slower, it almost feels like the did so to an extent to make it feel like there's a ton of weight behind the swing. Great, that's realistic, but I feel like it was a bit too much.

    We need different style 2H, along with 1H. Currently, the only style I enjoy using is Ancient Elf in either variety. The others feel lazy, while a few seem like they're nearly the same model.

    Wrecking Blow's animation I can almost understand, however. It's like they took it's vanilla skill "Uppercut" and said, "yeah, make it do that and only that!" It feels stagnant. Brawler is a bit better, but similar to your suggestion, should follow up (when used in succession) by swinging from the opposite direction. Nothing wrong with Execute, atm imo.

    This isn't the only skill line that I feel suffers from this. One animation, always, all the time, for each skill. A lot more could have been done to make them feel a bit more like something trained/learned, rather than their current robotic feel.
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  • MightyHarken
    MightyHarken
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    OmniDevil wrote: »
    The animations are one reason I stay away from the 2H play style. Though I can understand a larger/heavier weapon being slower, it almost feels like the did so to an extent to make it feel like there's a ton of weight behind the swing. Great, that's realistic, but I feel like it was a bit too much.

    We need different style 2H, along with 1H. Currently, the only style I enjoy using is Ancient Elf in either variety. The others feel lazy, while a few seem like they're nearly the same model.

    Wrecking Blow's animation I can almost understand, however. It's like they took it's vanilla skill "Uppercut" and said, "yeah, make it do that and only that!" It feels stagnant. Brawler is a bit better, but similar to your suggestion, should follow up (when used in succession) by swinging from the opposite direction. Nothing wrong with Execute, atm imo.

    This isn't the only skill line that I feel suffers from this. One animation, always, all the time, for each skill. A lot more could have been done to make them feel a bit more like something trained/learned, rather than their current robotic feel.

    Great words man, you ring truth in here, I hope we could get a fix on this on the upcoming patch but it's unlikely, especially since not a lot of people care enough to write a post about it.
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