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Please for the love of God do not change Puncturing Strikes animation!!!

Sindrik8x
Sindrik8x
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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!!!
Edited by ZOS_Exile on July 21, 2022 6:48PM
  • JustAGoodPlayer
    JustAGoodPlayer
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    As a DK that makes p..p and throw it to an enemy, with their animation change I understand your pain.
  • YstradClud
    YstradClud
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    Your a stamplar how do you think us magplars feel. It's like they are messing with all we have.
    |Pascweten| Breton Templar PC NA
    |Ceaulin| Bosmer Templar Xbox NA

    https://x.com/x_CHEMIST_x
  • JustAGoodPlayer
    JustAGoodPlayer
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    Players do not ask about it as about current balane )
  • fizl101
    fizl101
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    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
    Soupy twist
  • Vulkunne
    Vulkunne
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    Sindrik8x wrote: »
    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!!!

    Its ridiculous. Doesn't even feel like a Templar anymore. What is it now a "Parseplar"? What the hell is that supposed to be anyways?

    The animation they have now works just fine and feels strong. I honestly detest what they're proposing and sincerely hope they dial that back. Its like they're granting the wishes of a very small group of people and for the life of me I can't understand why they would do something this silly.

    It almost feels like we're subverting expectations or something.
    Edited by Vulkunne on July 20, 2022 2:03PM
    All I'm doing is kneading the dough. I don't need your help right now. -Infamous Khajiti Chef
  • Sindrik8x
    Sindrik8x
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    I run a one bar build for solo content atm with 5 pc Orgnum's, 4 pc Witch-Knight's Defiance, Band of Brutality and 2 pc Earthgore.

    Looking like I'm going werewolf, and kicking jabs to the curb after update 35. Already have my plan mapped out.

    Respec:
    -One Hand Skills
    +Dual Wield Skills
    +Dawn’s Wrath Passives

    Food:
    -Dubious Camoran Throne
    +Pack Leader’s Bone Broth

    Mundus:
    Serpent

    Weapon Change:
    -Witch-Knight’s Ax and Shield
    +New Moon Acolyte Dual Wield Daggers (Precise/Weapon Damage, Sharpened/Absorb Stamina)

    Mythic Change:
    -Malacath Band of Brutality
    +Shapeshifter’s Chain (Bloodthirsty/Stamina Recovery)
    +New Moon Acolyte Ring x 2 (Robust/Weapon Damage, Infused/Weapon Damage)

    Skills:
    Solar Barrage, Deadly Cloak, Bloodthirst, Whirling Blades, Resolving Vigor, Pack Leader (Ult)

    Werewolf:
    +Hircine’s Bounty - Major Brutality/Sorcery
    +Roar - Major Savagery

    Sucks losing Major Brutality from Jabs, but at least I'll have it post transformation. Figure the boost from dual wield passives instead of one hand and shield should make my flat damage way more. Ult transformation should be easier between Shapeshifter's Chain, Pack Leader's Bone Broth, Nord Passives, Templar Cost Reduction Passives, etc.

    Not ideal. But, feel like this will strike a decent balance.

    Edited by Sindrik8x on July 20, 2022 2:28PM
  • Snamyap
    Snamyap
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    Not saying I agree with the change but they altered the duration of the channel so they had to do something with the animation.
  • Sindrik8x
    Sindrik8x
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    Should have just trimmed the animation or found a way to keep the same type of feel. That spear is an eye sore, and that last jab, ugh...
  • Vulkunne
    Vulkunne
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    Sindrik8x wrote: »
    Should have just trimmed the animation or found a way to keep the same type of feel. That spear is an eye sore, and that last jab, ugh...

    That's right. Would have been just fine that way as it needed a little TLC anyways.
    All I'm doing is kneading the dough. I don't need your help right now. -Infamous Khajiti Chef
  • YstradClud
    YstradClud
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    fizl101 wrote: »
    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

    Well I have been playing a Magplar for the last 6 years on around 200ms ping but lately it's up to 300ms on PC. Just glad I have a Stamplar on Xbox where ping is around 180ms.
    |Pascweten| Breton Templar PC NA
    |Ceaulin| Bosmer Templar Xbox NA

    https://x.com/x_CHEMIST_x
  • defcon.dealer1b14_ESO
    defcon.dealer1b14_ESO
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    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. 🤐
    I'm offended that ur offended....

    PC NA
    PSN NA
  • Vulkunne
    Vulkunne
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    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. 🤐

    Silence is acceptance. I overtime, have come to view ESO similar to a friend. And why not? People spend time with their friends and I've made friends on ESO.

    If I see something going on that's wrong I can play the opportunist and 'ride the waves' as they say, save face. However in doing so, is neither friendly nor the right thing to do, especially for a friend.
    All I'm doing is kneading the dough. I don't need your help right now. -Infamous Khajiti Chef
  • Unknown_Redemption
    Unknown_Redemption
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    When throwing a spear, you hold the staff closer to the front for better control/aim.

    When fighting with a spear, close quarters, you hold the staff closer to mid-back for reach and leverage.


    The animation is wrong.
    Edited by Unknown_Redemption on July 20, 2022 3:47PM
  • EdmondDontes
    EdmondDontes
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    Sindrik8x wrote: »
    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!!!

    I couldn't agree more. The new animation is horrible and was/is a totally unnecessary change. Why did they even spend time on creating this new animation? What ever gave them the idea the animation needed to be changed and that the change was worthy of dev time?
  • Gaebriel0410
    Gaebriel0410
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    What, I think it looks like a thousand times better than the old one. I never liked the low res glowing spaghetti squirt that's our current main damage attack, and as a templar main since the start I am really really glad they changed it.

    It finally actually looks like summoning a radiant spear. I hope they will use those spear visuals for the other animations as well. I think many templar animations could really use an update, especially the various "flail your arms to the side and stamp your feet" ones used for buffs, radiant shield etc, as they look all way too similar and rather awkward.

    Though I hope to one day see an alternative attack skill that uses your actual weapon.

    But I'd say the new jabs is definitely a step in the right direction.
  • shadyjane62
    shadyjane62
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    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. 🤐

    No we don't have to adapt. I'm tired of adapting only to have whatever I did ripped away for no reason.

    We can leave and some of us already have. Why do you think we have so much time to be responding on eso forums, Reddit and Youtube.

    I put a sign up in front of my house screaming "If you play ESO go on the PTS and see your future."
  • cptscotty
    cptscotty
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    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
  • Firstmep
    Firstmep
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    I'm going to fight back the best way I know.
    I already have quite a few toxic as hell templar builds lined up for next patch.
    Just wait till most templars start running a bow and deliver ranged burst that puts the best nightblades to shame.
  • Sindrik8x
    Sindrik8x
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    cptscotty wrote: »
    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

    Adjust the timer of the skill... Just like they adjusted the animation. If you're going to make it, "spear like" at least have the animation be true to a spear. That thing is way off base if they're going for that.
  • Firstmep
    Firstmep
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    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.
  • cptscotty
    cptscotty
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    Firstmep wrote: »
    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.
  • LeBrenn
    LeBrenn
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    cptscotty wrote: »
    Firstmep wrote: »
    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
  • cptscotty
    cptscotty
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    LeBrenn wrote: »
    cptscotty wrote: »
    Firstmep wrote: »
    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.
  • Gaebriel0410
    Gaebriel0410
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    These days "lazy" seems to mean "something I dislike". :D
  • cptscotty
    cptscotty
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    These days "lazy" seems to mean "something I dislike". :D

    Its not really lazy. If anything they put more work into it which is anti-lazy.
  • LeBrenn
    LeBrenn
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    cptscotty wrote: »
    LeBrenn wrote: »
    cptscotty wrote: »
    Firstmep wrote: »
    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
  • 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.
  • cptscotty
    cptscotty
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    LeBrenn wrote: »
    cptscotty wrote: »
    LeBrenn wrote: »
    cptscotty wrote: »
    Firstmep wrote: »
    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

    Ok I am on PTS right now...where are you seeing it being held wrong? Im on an argonian right now and it feels like its held correctly and nowhere close to the tip. More so than the original because on the last swing you are not over extending anymore. Noodle? What? The only time I heard that was when Deltia made a joke about it and then people just repeated it but then never actually tried it themselves. So I am going to ask again...what is the scenario you are personally seeing this in game and not on some content creators stream where they talk like this to get clicks and I'll go try and recreate it right now to see what you are seeing.
  • LeBrenn
    LeBrenn
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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.

    I mean no disrespect to zos, but... It seems to me that you put more work into describing it than zos did animating it.
  • shadyjane62
    shadyjane62
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    cptscotty wrote: »
    These days "lazy" seems to mean "something I dislike". :D

    Its not really lazy. If anything they put more work into it which is anti-lazy.

    So much work for so little result.
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