Fluid detailed animations, and a smooth, practical run animation on one gender of one race. I couldn't care less about most of the gaudy particle effects, and I wish my mancat didn't have to swagger-skip so much.
The story is certainly a plus, even if its scaling (zone design as per lore, e.g. all those Xaela tribes in one tiny caldera or Ala Mhigo being some 1000x the size of Ul'duh, in contrast with the lore) and execution (purple destination haze circles =/= an exciting sense of pursuit) could be better.
The colors. Though not true of every zone, there are some that seem uniquely striking in this game if only due to their colors (and perhaps the lack of otherwise ubiquitous Unreal Engine-ness). Cliff textures, draw distance, map edges as viewed from flight, and that weird graphical shiver effect (when growing nearer or farther from textures) that I've only seen on Luminous engine (almost looks like colors not being re-squared before being averaged via anti-aliasing or whatnot, leaving dark lines at any merge area) could all use work there too though...
Boss themes are mostly top of the line. Field and zone combat themes, one the other hand, are hit-or-miss. I remember wanting back Nobuo's catch leve themes when I first started leveling through the Black Shroud, and a handful of areas since have left me similarly disappointed with their music. A mere handful out of as many as we have now is still pretty good, though.
(Most) healers and tanks understand that they can meaningfully contribute to clear times by more than just meat-tanking or heal-spamming.
And, oddly enough, oGCDs. I like the feeling of those back-to-back opening double-weaves, on the rare night my internet allows such without clipping. I always figured I'd be happier with a slightly faster GCD (2 to 2.25 base), but if it meant fully losing double-weaves... then probably not.


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