I'd like this thread to be more constructive in nature, and analyze everything related to the current animation and particle effect issues rather than focus on just the size increase. As I don't have the exact terminology down, I don't mind people with more knowledge pointing out the mistakes in what I am about to say. The easier it is for developers to understand the issues, the better.
With that said, let's start.
1) The particle effects are sometimes too small to be aesthetically satisfying.
They are taking care of this in the next patch, so I will not discuss it in more detail.
2) The 'placeholder' animations for some of the higher rank spells and skills are more or less underwhelming.
In particular some of the higher rank spells and skills suffer from this trend. Let me show you a few examples:
First off, here is a high rank skill done correctly:
http://www.youtube.com/watch?v=3Evmhd2pNzU
While the particle effects could be larger, that should be taken care of.
Now, here is a sixfold spear skill:
http://www.youtube.com/watch?v=N_u1O...tailpage#t=55s
As you can see, only one hit out of six is shown. While the particle effects are fine, the animation itself looks like a placeholder that never got replaced properly.
More widely known are the current "Ancient Magic" spells:
http://www.youtube.com/watch?v=Wodu_aYjSdU
They are completely underwhelming for what they represent. So much so that simply increasing their size will not be enough to make them look acceptable.
There are not too many skills and spells that need this kind of makeover, but they certainly exist and should not be overlooked. If anyone has more examples I will list them here.
3) The animation and particle effects are cut from the middle if you initiate a new action while the old animation has not finished.
To show an example of this, let us look at the previous video in more detail (the bit at 00:05-00:07):
http://www.youtube.com/watch?v=N_u1OOzJogU
As you can see, both the animation and effects of 'Speed Surge' were cut off once the character in question initiated 'Line of Fire'. While this is understandable when it comes to the actual animation portion of the action, it does not matter whether the particle effects are large or not if they are going to be abruptly cut from the middle every time a new action is initiated. That, I feel, is a much larger problem than the actual size of the effect. I do not know what causes this, but it is aesthetically very displeasing.
4) There is a lack of proper transition animations from one action to the next.
When looking at the previous video in a different light, we can see that character's limbs tend to disappear and reappear once actions overlap, and the transition from one action to the next is not visually smooth, but ends very abruptly. I think this is a problem with the motion capture technology. While it is more of an aesthetic issue, it really makes the character's actions seem more disconnected and unnatural. The time and effort that went into creating these animations is more or less a waste with the way they function right now.
Here is an example of well-done transition animations:
http://www.youtube.com/watch?v=abQJW...eature=related
As you can see, while the animation may not completely finish the character model returns to it's default position naturally before initiating the new action. Very rarely do limbs disappear and reappear in between actions. This is aesthetically very important to get right.
5) Movement is not sharp enough for a game that requires more mobility, and moving around the battlefield is quite cumbersome.
What I mean by this is the small movement you make whilst stopping that moves you forward just slightly to make it feel like you are not in total control of your movements.
To show an example, look at what happens between 00:24-00:27 in this video:
http://www.youtube.com/watch?v=CKbh6...tailpage#t=17s
When you stop, you still move an inch forward anyway. We should be able to disable this feature for the sake of control. Further, as in active mode you move at -20% speed I think removing this penalty would make things flow smoother during combat. With that addition I think strafing from side to side could use a speed increase as well, if you want to promote that sort of movement. If you want to encourage party vs. party encounters I think you should make being mobile during the battle a more "natural" and "sharp" experience, with fast movements and as little lag as possible. The way basic attacks also move you forward and backward feels quite unnatural as well, not to mention they tend to glitch due to lag and you won't actually "move" anywhere.
6) Every skill roots you to the ground.
This is a problem that ties to 5) as well. When every action, including changing modes from passive to active and vice-versa root you to the ground, moving around becomes too much of a hindrance and completely kills the pace of combat. In comparison to Final Fantasy XI, you could at least move around whilst performing basic attacks. In this game allowing for this sort of mobility is more than crucial.
While it may be too much work to unlock every action, having only some of the skills root you to the ground would be a good middleground. Basically meaning that the basic attacks, beneficial status skills (such as Speed Surge and the like) and pulling out your weapon of choice should be changed so that you can move whilst doing them, while other skills such as weapon skills and spell animations are sped up and the animations streamlined much like with the changes to the way Disciplines of the Land animations were adjusted. The point, in the end, is to make it feel like you are not rooted to the ground and if you are, there is a reasonable explanation for it and the animation does not take ages to finish as you adjust your leg slightly to the left and move your right shoulder a bit in a "realistic" way after the action has already finished, stopping you from moving for the duration of it.
Here is an example of a game where the animations are sharp, fast, and do not take ages to finish:
http://www.youtube.com/watch?v=z_F8B...eature=related
Please take a note at how the movement is also very smooth.
7) The lack of distinct sound effects makes it hard to determine which spells and skills are being used.
For example, in FFXI most enfeebling spells had a distinct sound effect to them that, along with the particle effects helped us to keep track of other people's actions and the pace of combat. "Provoke" in particular had quite a noticeable sound effect. Here you should be careful as to not make the sound effects annoying if used repeatedly.
Alright, that's all I can think of. If you, the community, want SE to address these issues the best way to do that is to participate in the discussion and give us your opinion so that the community representatives will take note and see it as an issue worth mentioning.