Yup, got my patches mixed up, however, it was mentioned, it was just weirdly put in the 'Resolved Issues' section rather than the battle changes section.
Really trying to think of something but I only come up with one thing.
Bloodletter looks bland and unimpactful. I feel a different wind-up sfx and impact vfx would go a long way.
I wish the camera effects in RPR's base rotation would be reworked or removed. They give me nausea and a headache and I had to turn off all camera effects because of it. Which is a real shame because I really like the camera effects in this game![]()
SMN: The visuals on Summon Ifrit 2/Inferno and Summon Titan 2/Earthen Fury really need to be toned down. It feels awful to feel like I'm trolling my teammates twice a minute playing this job.
I always manage to be casting those when the boss is throwing out some incredibly fast, hard-to-see ability, too. I feel like I should macro, "Oh, God, I am SO SORRY!" every time I cast them.
+ PLD +
- Atonement: Light up sword during duration
- Sheltron: Light up shield during duration & remain with animation of blocking whenever getting hit
- Sentinel: Reveal holy bright light around your avatar’s armour during duration
- Hollow Ground: Incorporate an angelic/ Seraphim like appearance during duration without copying and/or compromising WHM’s wings
- Intervention: Bestow a beacon of light onto the player similarly to Divine’s Veil during duration
- Cover: Rush in to the targeted player (like PvP’s) & light up shield during duration
Those do not "revise" flashiness "downward". They merely remove most to all visual effects, period.
The closest one can presently get to what Iscah is asking for, sadly --as all too often the case-- requires mods, reducing the size and opacity of individual visual effects within each animation (up to some 15 separate effects each).
For my part: MNK and SAM Sprint animations and Living Dead. The rest can mostly be postponed until some manner of skill glamor system (or mods, for the time being).
To be fair, that visual element is not likely to change without dynamic animations. Anything that hits anything else directly is going to make a lack of aim or ragdoll effect that much more noticeable. That's why greatsword animations can get away with a ton that barehanded animations cannot.
The auditory feedback could be relatively easily improved upon, though.
Oooh I like this idea! Healers get fancy animations showcasing their "Oh crud" buttons, Tanks should for their invulns!+ PLD +
- Atonement: Light up sword during duration
- Sheltron: Light up shield during duration & remain with animation of blocking whenever getting hit
- Sentinel: Reveal holy bright light around your avatar’s armour during duration
- Hollow Ground: Incorporate an angelic/ Seraphim like appearance during duration without copying and/or compromising WHM’s wings
- Intervention: Bestow a beacon of light onto the player similarly to Divine’s Veil during duration
- Cover: Rush in to the targeted player (like PvP’s) & light up shield during duration
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