Great post, agree with just about all your points. Just hope SE takes note :)
Great post, agree with just about all your points. Just hope SE takes note :)
Agreed on all points except on #5
I don't have any issues with moving around in combat and I don't see anything unrealistic with the way the character jumps back and forth on some skills. Same for skills rooting you to the ground, it would be rather weird seeing a character glide over surface while thrusting a spear or something.
Obviously the animation would have you running while thrusting the spear. Lack of realism is not really a problem I wanted to convey either, functionality should not be sacrificed for it.
Well with the way they did the animations, they would have to motion capture new animations for every situation, i just don't see this happening, but who knows. As long as it's not sliding over the ground, it's fine. I still say jumping back/forward is as it should be (on Pugilist, you jump forward using normal strike to go offensive mode and jump backward on light strike to go defensive mode, which, to me, makes sense)
The only problem with jumping forward/backwards is that it is very hard to make the transition between actions smooth if your character is not standing in the default spot where actions take place.
I agree with the majority of your post. I don't personally have a problem with #4 however. I feel I move just fine in battle the way it is. It could use some tweaking for faster side to side movement, but moving backwards just as fast as you run forward wouldn't make much sense. It is a little too slow however so perhaps they can tweak it a little. The stopping animation honestly hasn't effected me in battle either, but I wouldn't care if it was removed.
Personally I feel the bigger issue with fighting groups is more due to the still horrible targeting system and less about the movements. For the most part grouped mobs are pretty close to each other.
The sounds of certain skill and magic impacts (provoke, thunder, trunksplitter, and others) could stand to be made stronger as well. When you provoke something, there should be a large effect signifying that enemy is provoked towards you (already happening with the size update) but there should also be a strong noise accompanying the effect. Think back to XI's provoke. Whenever a warrior or paladin used it, everyone around them would know they used provoke due to the size of the effect and sound.
You make a good point there. Perhaps they should only remove the movement speed penalty and see if that is enough.Quote:
It could use some tweaking for faster side to side movement, but moving backwards just as fast as you run forward wouldn't make much sense. It is a little too slow however so perhaps they can tweak it a little.
Strafing improvements sound like a good addition as well.
I think I can agree with this, but it may also have a potential side effect of people getting annoyed due to hearing the sound over and over again. They gotta be careful with this one.Quote:
but there should also be a strong noise accompanying the effect.
Sound effects are more important than people might think. Especially if you're a healer. Sometimes it's hard to tell just by animation or the battle log what spells are being cast or abilities being used. In FFXI I could hear if someone got poisoned, silenced, petrified etc.
It's incredibly helpful, if not vital, to have distinct sound effects.
Also, I just want to congratulate you on a thread well made. This is a great example of the way people should forward complaints about the game. I agree with everything!
You make good points, and now that I think about it, enfeebles in XI had a distinct sound effect to them. I will add it to the OP.