As opposed to the totally non-jarring feeling of seeing your character go from a full sprint to dead still instantly and visa versa. Or watching your chatter do the electric slide over rocks while his upper body does the Chaos Thrust.
True Strike! So we can't win either way it seems. However, our points in the long run, are silly. DX11 will only change visuals, not gameplay.
It suited the gameplay for 1.23.
Sadly won't work easily in 2.0.
It's a very aesthetically pleasing animation idea, just not suitable for an MMO of this style.
^This.
That's why the thread-title has split the three, instead of putting it all under "DX11"
This has absolutely nothing to do with DirectX 11. It was an art choice.
I don't really see what this has to do with DX11. However, I could imagine it being brought back into the game (abliet with probably half the frames to it doesn't mess up dodge mechanics), once the support for the PS3 version ends.
When I stop pressing forward it's because I want my character to stop, not to take a few more steps to slow down (especially if I'm trying to dodge an AOE or cast). The problem with inertia and weighted animations is they sacrifice responsive gameplay for something that looks nice. Even Yoshi-P agreed 1.0 was too focused on looking nice and not enough on being fun to play; this is one perfect example of that. Coming to an instant stop can be immersion breaking, but it's far worse if you don't have full control of your character simply because it looked pretty.
This has literally nothing to do with DirectX 11. It was a game design decision, not a graphical compromise.
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