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Post Testing - Jabs/Sweeps and beyond

kypranb14_ESO
kypranb14_ESO
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First off, the new animation looks great! No more "log of light" spamming. It genuinly looks like a spear now! I'll give it a 7/10. Only because we don't have a spear weapon type in the game.

Secondly, after testing the new jabs/sweeps fairly extensively, and comparing them to other single target spammabe abilities, Jabs/sweeps seems right about in line. However, in PVP I think they will lag behind due to Major Evasion, and Jabs/sweeps unique situation where they fill the roll of the single target spammable while also being an AoE ability. I think the resolution could be as simple as allowing Burning Light to go back to 1 second proc timer.

How about you, PTS Community. What do you think? What problems do you have with the new Jabs/Sweeps?
  • FlamingBeard
    FlamingBeard
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    For PvP either Burning Light needs to be raised back up in proc frequency/dps or the new Jabs/Sweep needs to be classified in damage type as single-target so that the main damage ignores Evasion and the cleave does not.
    Edited by FlamingBeard on July 19, 2022 3:51AM
  • merpins
    merpins
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    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.
  • Firstmep
    Firstmep
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    I'm not a fan of the new animation, the entire upper body looks like one of those flailimg inflatable balloon-man you see at used car dealerships. It's even worse when weaving.
    The actual spear I can stomach but the jabbing animation is terrible.
    On live you look like you have a lot power behind each jab, on pts you dont.
    As for dmg, I think simply removing 1 jab was nerf enough, it's the only single target spammable in the game where you can just sidestep or walk away from.
    Also templar dps doesnt bring anything special to pve without the strong cleave of jabs.
    Burning light should stay 2 seconds, but I would revert the dmg nerf per proc.
    That's already 50% dps nerf to the passive, but at least ot hits for some actual dmg then.
    As it stands, rapid strikes is better for single target in pve for templar, which is just grim.
    The high dmg/cleave was the thing that set this skill apart from other spammables, without it it's got nothing.
    Meanwhile suprise attacks stuns, sets off balance, Saunders and now always crits.. well balanced indeed.
    Edited by Firstmep on July 19, 2022 7:22AM
  • JustAGoodPlayer
    JustAGoodPlayer
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    It do not look greate. Even I understand that skill was good like it was and need not changes. I understant that you want to nerf other classes so much and i think templars are not even your main, I as example am DK - but even so it is clearly seen
  • renne
    renne
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    It looks like trash and hits like a wet noodle.
  • JustAGoodPlayer
    JustAGoodPlayer
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    And the last hit even for a wet noodle looks strange ;)

    But i am not templar main so better for peoples who main this class for all this years decide it.
  • Ariordin
    Ariordin
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    OP is one of the few that like the new animation... a rare breed. Do you think are they going to update the rest of the templar skills to match this ones new animation/color? Or are they going to leave it as is, a jarring ugly mess that does not fit with the rest of the templars skills visually?
  • JustAGoodPlayer
    JustAGoodPlayer
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    He even may be is not templar but NB main. So he may be like it because all others do not ;) ?

    Or am i wrong ? If so, than sorry.
    Edited by JustAGoodPlayer on July 19, 2022 9:10AM
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