Wish for rework of destro staff (animations only)

Yelloman
Yelloman
Soul Shriven
I have had some problem with destro staff regarding class fantasy.
Fire staff fits well to dk, lightning to sorcerer and frost to magica warden and maybe necro, but thats about it.

When i play magblade or templer nothing really fits in with the class skill animations. Magblade has some bloody/red glowing theme and there is no fire, lightning or ice for example.
Same is true for healing staff. It only fits to templer really.
So my wish would be, to morph anymations not based on staff-type but on class.

Ideally we would have neutral staffs for singletarget, aoe, tanking and healing and the animation comes with the class who uses it.
There is not that much concern about melee weapons for me, because when you swing a sword, you swing a sword regardless of class. But the staffs ruin a lot of class identity and
make a lot of classes feel similar. Even if i don't use any weapon skills to keep my class whole, i still have light and heavy attacks which can hardly be left out.

What do others think about this? I know many don't care about such things but i can't be the only one who does. strongly!
I know this would take some effort as we would need 10 animations (destro, heal) for six classes, so 60 in total.
On the other hand it doesn't need to be to different, just the color theme should fit. For example impulse on dk would be a fire nova as it is on firestaff now and just make it glow red
for magblade and call it blood nova or something like that.
  • Aelorin
    Aelorin
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    I get what you are saying, but Templars actually use sun (fire) damage, so a flame staff fits.

    Plus, if we would do this with Nightblades, then blockade of storms and twisting path, both become red glowing walls, not sure if that is an improvement.

    I think classes should be designed so that their primary element would be chosen over others. (e.g. lightning would be so good for a Sorcerer, that he would want to wield lightning staves).

    This only works for the classes that are closely tied to an element like Sorcerer, DK, and Warden.
    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
  • Yelloman
    Yelloman
    Soul Shriven
    templer and fire - kind of, but not really. its not that elemental fire theme but more in the holy light department.
    but thats a good example. the whole system is kind of clunky, you always need some suspension of disbelief because it's all a melting pot of skills and classes.

    and yeah, my proposal might cause similar looks to some skills, but that would be in the devs responsiblity to distinguish enough.
    With all the set-bonus skills and npc spells, i'm sure there are enough animations already around that would fit in.

    Ideally they would get rid of general weapon abilities completely and give more to classes.
    The guild wars 2 approach is a nice one, where players have skills based on their class and equipped weapon. So the skills for bow on a templar are totally different than on ranger for example. This makes for great diversity and class fantasy and of course, there are more skills around in total.
  • Zer0_CooL
    Zer0_CooL
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    Since you regard it from a rather roleplaying point of view, why not playing dw on your mag blade?
  • Yelloman
    Yelloman
    Soul Shriven
    I don't know if it's already considered "roleplaying" if i just want a round class with fitting skills. ;)
    Also magblade is kind of a blood mage for me. So no place for fire, lightning or ice... or daggers. This is not an assassin. :)

    And it's not about magblade, this is a general issue with the staff design. why does a specific function (single, aoe...) have to be tied to a specific element?
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