In the trailer we see pictomancer do skiils more neon like, in the job annoucement they are more matte
, can we have they more like in the trailler, neon?
PLEASE???

In the trailer we see pictomancer do skiils more neon like, in the job annoucement they are more matte
, 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.
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? /sI'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.
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).



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.

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.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.
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.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.
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


Imagine if you do a duty roulette and your low level picto starts drawing stick figures.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.





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.
Last edited by Shougun; 01-08-2024 at 05:49 AM.



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.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. Again, that doesn't mean it's wrong inherently so long as it is fitting a vibe others had wanted.
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