[dev1037] Increasing Effect Size Doesn't Get Rid of the "Cookie-Cutter" Problem
Greetings,
As the title of the topic states, just increasing the size of the battle effects themselves will not get rid of the problem that myself, my linkshell, and I would assume the vast majority of players think is wrong with battle effects currently: They are all cookie-cutter.
Something that is "cookie-cutter" as defined by Webster Dictionary in this context is something that is: "marked by a lack of originality or distinction."
If one were to get on any class in the game and use the weaponskills associated with that class, they would find that 90% of the skills (the other 10% being the "final" weaponskill that the class gets i.e. Bloodletter, Simian Thrash, etc.) have the same animation effects...lacking the originality and distinction that players want.
Increasing the size of these effects will do nothing to solve the problem because player's want animations that are original, flashy, and distinctive (See Final Fantasy XI weaponskills)... Not something that's "cookie-cutter".
Please take this into consideration as you continue to improve upon the game.
[dev1037] Battle effect size change? Really?
I heard that SE was going to totally redo the battle animations, I was totally stoked, but all they are doing now is increasing size? Really? Thats not the problem at all. Some of them are just fine as they are, for example Fire, Thunder, Protect, Shell, and Stoneskin. The problem spells are #1 Raise, what the hell happened to raise? There is absolutely no animation for it at all, when ever I raise someone they just return anyways cause they saw NOTHING, and what happened to Ancient Magic, the animations for them are so bad and the damage is so low that I never even see them go off, or see the mobs HP disappear as it should. Someone tell me why CON would use any Ancient Magic spell over Profundity > Element II spell. Lets compare:
Profundity > Fire II Cast Time: 3 Sec, MP Cost: 20, Damage as a 50 CON to a
Raptor: 500ish, with a cool animation and a cool sound
effect.
Flare Cast Time: 6 Sec + 40 Sec with the mob beating on you before
it goes off, MP Cost: 100, damage to a raptor: 450ish, with a
few pathetic sparks for an animation, most time in the chaos of
battle you don't even know it went off. The sound effect
sounds like someone shaking a rug, not an atomic bomb
going off like we would expect.
Like I said not all spells look bad, but the ones that are bad and you know which ones they are, don't need to just be made bigger but totally redone, sound and all.