Thank you very much.Howdy!
I sent your feedback about casting animations to the development team and they were happy to give a response.
They mentioned that to start out, they would be separating the casting animations into healing-type magic and attack-type magic, and they are also looking into changing animations for specific spells.
Race-wise, they have not been looking into different casting animations, but said that if there seems to be a high demand for this that they would look into it as they explore whether it is physically possible from a memory standpoint.
Both of these things would be geared for 2.0
This is needed badly. Every motion/animation need to be redone. Even the Self buffs need to be redone. There's is nothing that i can say i like about this game atm. But am still paying to play. Login, check Friend list, look around and then logout.I dislike that the mages cast Conjury And Thaumaturgy the same way. In XI Black Magic, White Magic, Blue Magic, and summoning had its own casting motions. Different casting motions for each magic type would be welcomed with open arms
Also, I dislike how the mages look melowed out casting as if they are not in a battle and just are moving their hands softly to cast. I would like the casting mostions to be more Epic, as if they are trying lol.
Lastly, I think everyone should be able to regain HP and MP as if their weapons were away if they are not engaged in combat. Just because your weapon is out, doesn't mean your in combat, and should still regain hp and mp. I wanna cast magic with my staff in my hand, and look cool doing it, not like a lazy person .![]()
Thoughts?



Can we have animations for: healing, buff magic, debuff magic, attack magic? That would make 4 instead of two.Howdy!
I sent your feedback about casting animations to the development team and they were happy to give a response.
They mentioned that to start out, they would be separating the casting animations into healing-type magic and attack-type magic, and they are also looking into changing animations for specific spells.
Race-wise, they have not been looking into different casting animations, but said that if there seems to be a high demand for this that they would look into it as they explore whether it is physically possible from a memory standpoint.
Both of these things would be geared for 2.0
LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)



I cant wait until 2020 when memory wont be a limitation.
Maybe XD
I agree with all of these (with the exception of constant effects for buffs, I think for the most part on-hit effects for protect etc are adequate along with info on the HUD. If they increase the duration of buffs from 5 minutes eventually that would help too), combat needs to include more visual elements rather than staring at HP bars, and all of these features would go a long way towards helping that.Here is a small list of things I'd appreciate to be implemented into the 2.0 client regarding spellcasting and spell animations.
- Projectile animations: this means spells would be visible seen coming from the hands/weapons of the caster, and could be followed to the target with projectile tails. Currently all spells just suddenly appear as blobs of light on the target -- giving no indication of where or who casted the spell(s).
- Animations for type and school of magic: this means creating a special casting animation for enhancing, enfeeble, healing, damaging, etc.
- Unique casting animations for elemental types would also be much appreciated. Why should a fire spell have the same animation as a wind spell?
- Casting animations based on race would be welcome.
- Impactful spell animations. Currently most animations for spells just look like blobs of light and color. Please make sure that spells look important... ie: if we're casting fire, the target better look like it was burning... not just standing in a fire cloud.
- For area of effect spells, it would be nice to have some type of marker that would show up to ensure we were attacking in the range that we want to. Clearly this should be toggleable if desired on/off.
- Persistent spell effects where appropriate. Spells like Protect/Shell/Stoneskin/etc -- should have some type of persistent effect that shows they are active on that character. For instance, protect could have floating shields around the characters that fade in and out for the duration of the spell. Persistent damage over time spell effects should also occur. Ie: Heavy could show chains on the character slowing their movement.
- Unique exceptions to the norm. There should always be some awesome spells that have unique casting animations due to how cool they are. Ie: the previous ancient magic in game (CNJ spells Flare/Flood/Tornado) should have had some really uber casting animations and spell animations themselves... instead they were just more blobs of light...
Edit: As for the current effects, I've been assuming they're works in progress considering the fact that the 2.0's effects look like better versions of what we have now (I definitely think the THM one needs to be changed, a red version of white magic's casting doesn't really cut it)


Absolutely agree.
Also how about different colour for different nuke?
Red for fire, purple for thunder, blue for blizzard....
AND... can we have different kind of animation for raise... Now someone dies and 4 people start casting raise.
There is a little Monkey in all of us....

Nvm casting animation can we get better looking magic?



I hate when changes are made to my race, (like race specific animations) since the only way to get rid of something that annoys me, is to make a new character.
And honestly, how will you know if the animation will annoy you? Start up the character, and wait till your tutorial gets to the combat part. (Or w/e the race/gender/color of skin/etc specific animation/ability/outfit/etc is.)
Hated the beta, since I couldn't tell if I liked Miqote or Hyur more, with their different shield/sword stances.
Picked Hyur, because of my hatred of Mithra stances/animations.
(Despite thinking the majority of Miqote animations are a bit better, the few made me a bit worried, and talks of changes since the beta made me stick with hyur to try and be safe.)
CLAIRE PENDRAGON


i like the casting in the promo vid where the mage jams the wand in the ground and uses her hands to cast(i think that's how it went)


I support this idea![]()
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote





