The problem is it's not tied only to eating or poting while fighting, as i said earlier, it's a whole animation codes and techniques problem that permiates even into skills, ogcd's, that are using overlaps / layers of priorities over other animations that are ment to be more flexible / can be "interpolated" into each others, there are types of animations of ogcd's that prevent to use a GCD right after for more then half a second, some of these are tied to how the animation system takes "host" of the whole character's anims from head to toe, locking this character in it's animation until completion before you are even allowed to activate the next skill. But root motion animations mix - matches between gcd's and ogcd's are also a big problem if you don't allow both of them to smoothly interpolate into each other to prevent this "lock" / hard "stop" before you can activate your gcd.
From the shader updates and slight reach for stylized subtle semi graphical realism, how some of the characters still behave in combat, it feels like they allways wanted some of the 1.0 animation / "fantasy" simulation kinda into the game, so adding back root motion systems for lower body/ legs and heels/feet with weight adaptation to swings would make it that step closer to homogeneity with graphic fidelity they are aiming/ going for.
Even tho players are probably not asking for an "overhaul" of the whole system, even tho there are areas that are lacking, and combat could be transformed into something much more dynamic / nervous, especially in ARR , the combat system is a bit of a bore, or something seen and seen and seen again and again and you are still waiting for a bunch of ogcd's to pop to be fillers of your boredom in combat, especially in ARR. But at least make it look like character movement has a bit more sense , and nice weight when characters move around using their heavy hitting skills. Add impact, add the gravitas / severity of it, without impeding at all on the character's movement speed.


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