YstradClud wrote: »Your a stamplar how do you think us magplars feel. It's like they are messing with all we have.
Can we please leave the Puncturing Strikes animation alone? It's bad enough we got the skill nerfed. This animation doesn't sync with audio, looks awful and as a stamplar solo main, I cannot bring myself to spam that attack. Already putting together builds for post update because there is no way I'm letting that pathetic wet noodle represent my build.
Plz stahp!!!
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
defcon.dealer1b14_ESO wrote: »As much as I don't want my magplar messed with, we'll just, as always, have to adapt to whatever nerfs/buffs/changes each update carries. 🤐
Can we please leave the Puncturing Strikes animation alone? It's bad enough we got the skill nerfed. This animation doesn't sync with audio, looks awful and as a stamplar solo main, I cannot bring myself to spam that attack. Already putting together builds for post update because there is no way I'm letting that pathetic wet noodle represent my build.
Plz stahp!!!
defcon.dealer1b14_ESO wrote: »As much as I don't want my magplar messed with, we'll just, as always, have to adapt to whatever nerfs/buffs/changes each update carries. 🤐
The old animation is based on a timer that now doesnt exist. Why would it make sense to leave it at the old longer length if it is in reality shorter? You would be doing something on screen that wasnt actually happening on the back end
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.
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.
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
Gaebriel0410 wrote: »These days "lazy" seems to mean "something I dislike".
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.
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
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.
Gaebriel0410 wrote: »These days "lazy" seems to mean "something I dislike".
Its not really lazy. If anything they put more work into it which is anti-lazy.