In the trailer we see pictomancer do skiils more neon like https://prnt.sc/88oBqWgGwQEa, in the job annoucement they are more matte https://prnt.sc/yY3-6qcxK6pN, can we have they more like in the trailler, neon?
PLEASE???
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In the trailer we see pictomancer do skiils more neon like https://prnt.sc/88oBqWgGwQEa, in the job annoucement they are more matte https://prnt.sc/yY3-6qcxK6pN, can we have they more like in the trailler, neon?
PLEASE???
I'm not feeling it. Krile in the trailer had me hyped with the aether-like, neon paint and animations, but that job trailer killed that hype instantly. The animations looked boring and the effects looked incongruous and awful. E.g the "ice block and glossy moogle".
The only thing that could save the job for me if it had some incredible gameplay while having battle effects disabled.
I like to think that Pictomancer starts with the simple drawings and matching of colors, and as they level up. They unlock more advanced/Difficult to paint paintings and so on to reflect the progress.
Not every job has to be to my vibes, but I would have to say the trailer variant of the job, to me, was more interesting than the in-game variant and if they could match that vibe more it might be better (for those with my tastes at least). Looked like splatoons or fall guys inspired art, which isn't bad in a general sense, but is very young and quite different that other art we have... So it feels a bit jarring or out of place (to my eyes).
Though the whole theme is on the 'just okay' side of things (for me). Again, that doesn't mean it's wrong inherently so long as it is fitting a vibe others had wanted.
I agree, and that’s as someone who’s thrilled to actually have Pictomancer! lol I’d much rather see the trailer-style look, and I’m really hoping the in-game example is just a preliminary idea or work in progress. I don’t want it to look so out of place with the rest of the job animations.
The trailer pictomancer was okay, but the in-game looks pretty poor. They could have achieved a light-hearted and colourful vibe without going straight for the flat cartoon PNGs.
I'm really hoping the actual gameplay of Pictomancer is engaging and fun. The trailer looks great and the in game visuals look so out of place and like they belong in Fortnite or something. :(
I was surprised by the apparent discrepancy too. The trailer has the abilities as bright as fireworks; but, the job announcement has them appear like something from a Tex Avery cartoon.
It's not a job killer for me. However, I would prefer something like painting with light in the game environment rather than the appearance of acrylics applied as an opaque overlay on the screen.
That's an interesting idea!
Neon would be neat, but I like the slightly pastel look and the way they actually made the spell effects sort of cel-shaded, emphasizing that you are actually painting them into the world rather than just summoning elemental blasts. I suspect I'm going to like it a lot, but by god we had better get a butterfly swarm ability like in the trailer.
One can argue that the paint is infused with Aether which gives the paint its 'neon' glow.
The landscape artwork looked fine in the job trailer. The biggest offender is the flat, png looking paint streaks through the air, which just looks awful and out of place in this game.
The animation effects don't even match either. The moogle looks wet, the stone gaol looks smudged and blurry, and the iceblock is sharp and looks like plastic.
Not sure if they were even going for a certain style based on what was shown so far. It just looks bad.
Nothing that won't be fixed with Reshade.
FFXIV's out of the box look has always had a bit of a brown dull tint to it.
I'm hopeful that between the above mentioned reshade and not having YouTube crush any finer graduation in the paint effects, it'll hopefully look better in person.
Flat doesn't automatically mean 2D. Flat when talking about art can mean: lacking depth and nuisance, dull, uniform, and matte. The skills shown are easily described as flat.
I don't see how Japan having a history of cartooning is relevant. I had a Mickey Mouse painting game on my PC back in 1999 that used similar graphics to the trailer. Also sumi-e is not cartooning. I don't know where you got that from. Not everything that comes out of Japan is anime.
I love the current almost cel-shaded look on the spells.
Final Fantasy XIV can make you laugh at times, but more often it is a matter of grim determination or heart-wrenching pain. The thought of splotching eternally comic-book bright paint about in those moments is, at best, insensitive. It would be sure to jar you out of the story.
Please do NOT make them more neon, please do NOT make them brighter. I am really looking forward to playing Pictomancer, but that would really lessen my enjoyment of the game and ability to play--there are already too many bright-flash-ow things in game. :( I really want to be able to enjoy the battle moves without making my head hurt.
Man the stigma of this game (community hates new/change) is perpetually exemplified by a vocal minority on the forum that knee jerk complains about just about anything that isn't like everything else in the game.
I am very sorry we don't have yet another class with giant neon circles, flashes, etc.
Actually, judging by reddit threads and discord conversations, the forums actually line up with the divisiveness that Pictomancer invokes. I'd argue that the forums are more civil even.
https://www.reddit.com/r/ffxiv/comme...0flm0/new_job/
https://www.reddit.com/r/ffxiv/comme...b_pictomancer/
Hmmm. Well, I feel like the aesthetic is pretty good. I feel like they kinda did mix gouache, oil and aquarelle in a blender and it gives something that looks cool and refreshing. Compared to BLM or RDM, theres definitely a color clash! I guess that's what they were going for.
I do feel like the ice effect was really flat for some reason. The stone gaol was pretty good though!
I wish they had a little bit more oomph to them. Otherwise I'm satisfied. Hopefully they have dots hahah... #copium
Was just thinking, since I like to whine about roleplay anyways lol, what could be quite cool extra feature for Pictomancer is paints.
"WOW WHAT AN IDEA---" Hold on lol.
So like how Bard has different instruments, what if Pictomancer could have some customization in their artwork? You could unlock different colors ('paints'), potentially different artwork to appear over your head, etc. Personally I felt some gamification* should have happened for Bard, but on that aside I think that here too-- so like max ranking moogle tribe might get you some extra moogle art stylized skills (art/minions) and 'paints'. *(part of why I generally disparage the lack of 'roleplay' in this game, like for Bard you could have had concerts in taverns, quests, etc, you get a mini-game but also a progression mechanic to earn instruments- encourage Bards to go out and feel like.. "bards")
Heck, could have a painter's corner (real location with your easel, your own bob ross space) where you literally over time get to see it fill up with paints and art you've collected- and may even combine that with sightseeing a bit in some way (like you can paint scenes you've seen as a side content, mini-game, or whatever).
Taking it all back into OP, if you want cell shaded cutesy paint you can pick it, if you want more neon, then do that, if you wanted more Byakko, or heck Okami (classic 'art' style game), ink painting only, and so on, you could get those. A lot of it would be just recolors and different filters (how cell shaded, sparkly, bright etc), but it could still be neat.
I also did feel like the gameplay footage was a let down after the trailer version. It seemed so beautiful when Krile was running around.
Wait and see I guess...
Incidentally, I won't be surprised in the slightest if they use the job as an excuse to do a Foamstars crossover event.
This is what I am hoping for. Low level/"bad" pictomancers start out with ugly and silly effects, but then the vfx become more advanced and beautiful as they level up.
If the effects we have seen are what they're actually going to look like at end game, I will be so disappointed.
That would work if the job had started at level 1 and you had to bring it up to level 100.
With it starting at level 80, I don't see them being able to add much growth in such a short level span.
At least I can disable the battle effects if need be, but sadly I cannot hide the awful cast paint splurting animation and I don't want to have to mute my game due to all the squelching noises.
exactly what i was thinking. Starting at 80 the growth of the class will be like a 1 day journey.
The immediate thought viewing it for me was the basic element looking spells add colors to the palette and the bigger spells take them away, assuming the bigger spells have cooldowns to force a rotation, and I'm guessing the landscapes will be buffs that will basically function like bard with a long rotation. What they actually do doesn't actually matter at all in the grand scheme of things, just how they function.
honestly... if the paintbrush was like the old one-handed wands instead of bigger than the two-handed staves. I'd probably be super into it
Pulling what is basically a witches broom off their back and acting like they can dip it in a perfectly normal sized palette before swinging it all with one hand looks so unbelievably bad to me I'm having a hard time even giving it a chance
Don't worry; I'm sure modern Summoner points to excellent rotational design philosophies. And who needed an aesthetic that immerses, rather than incites self-inflicted eye-gouging, anyways? /s
If the actual art were more akin to the CGI trailer's version, I probably still wouldn't play Pictomancer, but my desire to play Dawntrail wouldn't be diminished for its presence (since I actually do --or, would otherwise-- like having party visual effects on).
The job looks great the way it is. If you don't like it don't play it. If seeing others with it bothers you turn off effects for others. The world doesn't have to adjust to you and your desires.
Yea in the trailer the effects on picto had me in awe. The beautiful colors, the glitter and the butterflies.
When i saw the job video i got more skeptical. :/
The Samurai in Stormblood trailer can cut bullets. No such skill in game though.
"If you don't like is, don't play it" is an unhelpful comment. This thread is about feedback people want to voice on here and that is completely dismissive of peoples concerns. And this isn't "the world" that we're talking about, this is a game with a dev team that will change sound effects, icons, animations etc. to make things better for the players. People are bringing up legitimate concerns with things like the poor visual quality of the effects and the uncomfortable sound effects, and comments like these add nothing to the conversation.
If they go this route much rather they use painted particles/effects fully rather than use a combination of realistic and painted effects, get me some Windwaker explosion or Okami thunderbolts and id be a lot more happy with it.