I know the subject of bland looking skills have been discussed already and that a revamp of graphical assets is planned on the dev team TODO list, but i want to be constructive here and guide the process of redesigning skills. Lets just say the last attempt left most of us angry more than anything. Join in with me.
The trigger for this post was that video
"Why the hell arent ffxiv skills like that?? This should be the freaking minimum. Put the guy who designed those skills in charge!!" i tought.
What i want to see in future weapon skills:
- Get rid of the initial spotlight effect. No added value.
- Make more use of slight camera jitter (user side only) to simulate shock/impact on some skills.
- Fill at least 95% of a skill's area of effect with clear distinctive graphics. We need to get a feel of the range of a skill on the first use. Iron tempest is such a freaking joke. Both in looks and effect.
- Use more high flying moves / multi hit combos ! Just like the video above. Move the character around.
- You can make some equivalent potency moves (on a single class) as long as they have different big graphics. Its nice having choices instead of using only one because its the best.
- More energy-like effects ! MOAR! This is like a trademark of the FF series. Use transparency to avoid hidding the character like simian thrash.....
- If you have to choose between realism or wild&crazy, choose the latter. Realism happens to be bland looking. Opposed to any kind of FF design trademarks.
- Compromises are acceptable: character animation looking a bit stiff, scale limits, some clipping issues. As long as the overall skill remains eye candy.
- Cancel the animation entierly if it allows me to not being locked in place when performing a skill. Unless there is a better compromise...
I want the skills to feel like you're punching the soul of the mob into oblivion. Over 9000 dammit :3