Here is a small list of things I'd appreciate to be implemented into the 2.0 client regarding spellcasting and spell animations.
- Projectile animations: this means spells would be visible seen coming from the hands/weapons of the caster, and could be followed to the target with projectile tails. Currently all spells just suddenly appear as blobs of light on the target -- giving no indication of where or who casted the spell(s).
- Animations for type and school of magic: this means creating a special casting animation for enhancing, enfeeble, healing, damaging, etc.
- Unique casting animations for elemental types would also be much appreciated. Why should a fire spell have the same animation as a wind spell?
- Casting animations based on race would be welcome.
- Impactful spell animations. Currently most animations for spells just look like blobs of light and color. Please make sure that spells look important... ie: if we're casting fire, the target better look like it was burning... not just standing in a fire cloud.
- For area of effect spells, it would be nice to have some type of marker that would show up to ensure we were attacking in the range that we want to. Clearly this should be toggleable if desired on/off.
- Persistent spell effects where appropriate. Spells like Protect/Shell/Stoneskin/etc -- should have some type of persistent effect that shows they are active on that character. For instance, protect could have floating shields around the characters that fade in and out for the duration of the spell. Persistent damage over time spell effects should also occur. Ie: Heavy could show chains on the character slowing their movement.
- Unique exceptions to the norm. There should always be some awesome spells that have unique casting animations due to how cool they are. Ie: the previous ancient magic in game (CNJ spells Flare/Flood/Tornado) should have had some really uber casting animations and spell animations themselves... instead they were just more blobs of light...