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  1. #11
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Supported.

    In my opinion this is a very critical part to making mages exciting.
    Not only do the casting animation of the hands/weapons need to be redone, but I feel the spells themselves need to be redone. A blob of red isn't fire. A blob of bubbles isn't water.

    Also spell trails from the caster to the target should be implemented on some spells, also it would be nice to see some type of spells have CONSTANT effects. By that i mean, each time dia ticks for damage it could sparkle or emit some type of light.
    (12)

  2. #12
    Player

    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    462
    /agree ^^

    At least we'll get to cast while in passive in 1.19 ... good start imo!
    (6)

    ~Rationality falls quite short for those living in their own world~
    "See the world for what it is, not for what you want it to be!"

  3. #13
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Alyssa View Post
    Here are two god-awful drawings that I slapped together really quick in Microsoft Paint to illustrate what I mean, lol:
    CON
    THM
    I loved how you drew the Dodos lmao!
    (2)

  4. #14
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    Wondering if we could get a rep to press the dev team about this. In particular, with the "diversification of battle animations" coming up in patch 1.19, does that include casting animations? From what I can tell, it implies auto-attack motions. However, I think we all would like to see better casting animations. I in particular would be fine with those in FFXI.
    (2)

  5. #15
    Player

    Join Date
    Apr 2011
    Posts
    45
    Agree with everything in this topic so far and also want to add that some of the spells visual effects need to last longer. You cast fire and it appears on the mob for half a sec if that.
    (1)

  6. #16
    Player
    Tsukino's Avatar
    Join Date
    Mar 2011
    Posts
    1,127
    Character
    Tsukino Mahou
    World
    Adamantoise
    Main Class
    Pictomancer Lv 100
    Some of the spell effects are pathetic too. No Final Fantasy game with a spell called "Flare" had it look as weak as it does in XIV. FF games have always had elaborate spell effects/animations, and that should come along with all their changes to make the game have more "Final Fantasy style" or whatever like making the tiny mobs bigger.

    Quote Originally Posted by Trigger View Post
    Agree with everything in this topic so far and also want to add that some of the spells visual effects need to last longer. You cast fire and it appears on the mob for half a sec if that.
    I think one of the biggest problems with this is the way they end immediately if you do something else, because the resulting effects are tied to the caster's animation status. It's really bad on archer WSs too, where the whole barrage of arrows just disappears because you used another attack. Resulting effects should instead persist separate from whatever animation the creator is currently in.
    (4)

  7. #17
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    I am not a big time mage. Is there magic classifications in the game (i.e., black magic, white magic, etc)? I recall seeing umbral and astral quite a bit. Can someone clarify what types of magic there are, if any, and perhaps that would be a good start to delineating possible animations by magic-type.
    (0)

  8. #18
    Player
    Radav's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    102
    Character
    Radav Qadav
    World
    Hyperion
    Main Class
    Lancer Lv 50
    I wish I could hit the like button 1000 times for this. If weaponskill animations are being added for the melee classes the mage classes desperately need some love as well. Ancient magic being the best example of how bad some of the spell effects are.
    (5)

  9. #19
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by DoctorMog View Post
    +1 from the Mog.

    Epic animations make it feel like Final Fantasy ^^

    And mages NEVER have gotten good animations, just good spell effects.
    sad but true, but in ffxiv we have neither atm... the ultimate winners are the ancient magic spells, you usually don't see them goin off, and since the dmg sux as well you can only tell someone is casting it looking at his/her mp bar... thats sad.
    (2)

  10. #20
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    I'd like to see them go back to using the Special Animations per Magic School like they did in XI. White Mage, Black Magic, and Blue Magic all casted with different character animations.
    (6)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

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