Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
They generally can't leap 40 feet in one bound to slam into their enemies or send people flying with one uppercut either but here we are.
Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
They generally can't leap 40 feet in one bound to slam into their enemies or send people flying with one uppercut either but here we are.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
They generally can't leap 40 feet in one bound to slam into their enemies or send people flying with one uppercut either but here we are.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
Well, floaty and weightless aren't even the terms I'd use for them having fiddled around with a rotation with them. I'd actually say they feel less floaty than the old ones - there's a satisfying crunch and impact to them that was missing before, and the fact that they have a few different stances they cycle between with each cast makes them feel much more fluid.
I wouldn't be opposed to tweaking them somewhat to add more heft, but I dearly hope they don't end up just reverting them back to the boring old ones again because the new animations just felt so good to use.
Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
They generally can't leap 40 feet in one bound to slam into their enemies or send people flying with one uppercut either but here we are.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
Well, floaty and weightless aren't even the terms I'd use for them having fiddled around with a rotation with them. I'd actually say they feel less floaty than the old ones - there's a satisfying crunch and impact to them that was missing before, and the fact that they have a few different stances they cycle between with each cast makes them feel much more fluid.
I wouldn't be opposed to tweaking them somewhat to add more heft, but I dearly hope they don't end up just reverting them back to the boring old ones again because the new animations just felt so good to use.
Fair enough. Even though I'm of the opinion that the new anims look too black deserty and gross for my taste, I would honestly concede if the VFX and animations get tweaked slightly for heft(not tweaked so much that they have to do a lot more work, just enough to add heft)
And by no means was I saying the old animations were better, just that I preferred the heft. Because thematically, they're still pretty inconsistent in general with different weapon types as someone else I talked to brought up. (Slashes for long-hammers, yeah that totally makes sense. Or slashes for maces in one handed and shield flurry for... anything but daggers)
MincMincMinc wrote: »Just for a bit of dissent on this...I actually really like that about the new animations and hope they don't change it. For the first time I actually feel like my character comes off as a skilled swordsman and not someone swinging a wiffle bat.
Yeah but even skilled swordsmans can't handle two-handeds like feathers.
They generally can't leap 40 feet in one bound to slam into their enemies or send people flying with one uppercut either but here we are.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
Well, floaty and weightless aren't even the terms I'd use for them having fiddled around with a rotation with them. I'd actually say they feel less floaty than the old ones - there's a satisfying crunch and impact to them that was missing before, and the fact that they have a few different stances they cycle between with each cast makes them feel much more fluid.
I wouldn't be opposed to tweaking them somewhat to add more heft, but I dearly hope they don't end up just reverting them back to the boring old ones again because the new animations just felt so good to use.
Fair enough. Even though I'm of the opinion that the new anims look too black deserty and gross for my taste, I would honestly concede if the VFX and animations get tweaked slightly for heft(not tweaked so much that they have to do a lot more work, just enough to add heft)
And by no means was I saying the old animations were better, just that I preferred the heft. Because thematically, they're still pretty inconsistent in general with different weapon types as someone else I talked to brought up. (Slashes for long-hammers, yeah that totally makes sense. Or slashes for maces in one handed and shield flurry for... anything but daggers)
IMO i'd want to see them change the sound first, because thats where the emphasis is really missing on most of the skills.
I only see onslaught and reverse slash being bad animation wise for heft. The new onslaught doesnt do the quick BONK over the top like it should. Same goes for reverse slash where now it doesnt do the spin around slam dunk on the opponent's head.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
I actually quite like the new Reverse Slice - it feels like the classic samurai movie horizontal slash kill move that causes your enemy to stumble over clutching their guts after, which works well for an execute. I think it would be cool if they had alternate animations for mauls and axes, but they probably don't have the animation bandwidth for that.
I mean I don't disagree with that but I don't understand how making it floaty and weightless makes your swordsman feel more masterful. I feel like that should be based in fluidity of movement, utilizing the weight instead of removing it entirely.
It's kinda like if they did the inverse for duel-wield. Hell, even one hand and shield feels more weighty than the new two handed anims now.
As someone who has a decent amount of real longsword training, I can share my take with you:
Uppercut:
Original - Felt like a barbarian swinging a big stick. Definitely not fitting for a sword, and feels slightly clunky for an axe for that matter. Would be a strike someone untrained might do with a maul. There's definitely no need for wide swings and big weight behind each hit to inflict serious wounds. If anything, that's wasted energy.
New - Definitely more fitting for a sword. Feels more trained - there's a bit of technique there. The strike starts a (somewhat) natural guard, and having the weapon change it's starting point in between hits is also natural. The guard where the weapon starts the left side tho' looks very weird.
Also on the 1st strike, the whole idea of that guard ( called an Ochs guard - where the weapon is held high, a bit to the side, pointing to the enemy ) makes very little sense with an axe or mace. The whole idea is to defend against high strikes and also maintain a threat with the possibility of thrusting, which, well, you can't with an axe or club.
Overall: New > Old
Charging Strike:
Original - Definitely the cut of an untrained fighter. Hits / Cuts right in the middle of the vertical axis are the easiest to block / riposte against. Felt like the most telegraphed, untrained unga bunga type strike someone could make.
New - The cut is somewhat clean. The random spinning is unrealistic, and one other thing that stands out as super unnatural is the way the character ends up holding the weapon in one hand after the cut.
Overall: Both are equally unrealistic. One depicts a peasant that never touched a real weapon, and trained with the woodcutting axe at the farm dreaming of becoming an adventurer. The other looks very anime main character like. So i'll take the new one since it's a bit more fluid, just from a design PoV.
Brawler:
Old: Doing a wide swing with only one hand is definitely not something you'd expect to have a lot of force behind. The animation is rather against the purpose of the skill from a realistic PoV.
New: It's literally the same, but flashier.
Overall: Rather equal. I prefer the new one since I can see my actual hitbox better.
Execute:
Old: Spinning attacks make no sense to me. On top of that, it's a spinning, downward strike on the middle of the vertical axis. If you would have a list of what NOT to do, this one meets all the checkmarks.
New: The wind up animation is REALLY weird. The way the character is holding the weapon is close to something you'd expect to see from a saber / side sword ( or 1-handed blades ) when you try to parry and riposte, so holding the weapon with just 1 hand makes 0 sense in this scenario. It just looks awkward and I feel like my character is trying to T-pose before striking. BUT the cut itself is pretty clean. + no random dirt from swinging so wide that I smash the ground with my weapon, which is a big plus.
Overall: New >> old
Do the new animation make you look like someone that actually knows what they're doing? A little bit, but definitely more than the old ones.
I actually quite like the new Reverse Slice - it feels like the classic samurai movie horizontal slash kill move that causes your enemy to stumble over clutching their guts after, which works well for an execute. I think it would be cool if they had alternate animations for mauls and axes, but they probably don't have the animation bandwidth for that.
TBH I don't really think making two-handed samurai-specific is a particularly cohesive route to take unless we assume everyone plays with a sword and as the last surviving Ansei or Blades member. I think it's honestly just lazy for the amount of money Zenimax has to invest in this game for them to not make it more cohesive for all weapon types and characterizations.
It works for things like Black Desert online and Final Fantasy online because of the overall theme of the game but I don't think has a place here beyond specific character archetypes. It feels so dissonant.
To be fair, I think that the old two-handed was more barbarian specific. It was meant to feel a little slower and aggressive, not necessarily as smart.
Do you think that the heft specifically is better or worse though?
Baracuta90 wrote: »I'm inclined to agree with folks who like the new animations.
The old ones made me feel like a caveman with a club. The new ones -actually- make it look like my character has experience with the weapon they're using. In particular I really like the Critical Charge and Uppercut animations, even though I think every single one is an improvement.
Uppercut - it's ok, floaty but more fluid than old one
Crit Charge - old was better, but I have no issues with this one
Reverse Slice - new one is bit more fluid, but I liked lil jump more. Increase the speed for few frames please.
Cleave - awful sound, but animation is ok. Old one had more weight though. Just speed it up a little bit and give it old Cleave sound
Momentum - the best out of new ones imo
Berserker Strike - new one is absolutely awful. Old one was over the top bonk where you felt the damage, the new one is just another cut. Release the Bonk!