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  1. #41
    Player
    butchersblock's Avatar
    Join Date
    Apr 2022
    Posts
    150
    Character
    Jinn Goda
    World
    Twintania
    Main Class
    Marauder Lv 41
    Quote Originally Posted by Shurrikhan View Post
    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.
    You can somewhat make the argument that NIN is close to barehanded, but it still delivers with visual and auditory feedback. You feel like you're actually hitting something and not flailing your arms in the air with the exact same terrible animation for half of your GCDs. I've always wanted to like Monk but its lack of visuals and audio made it very difficult for me to get into, despite really liking the idea of fast GCDs and overall theme of Monk across games.
    (4)

  2. #42
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Medica, Medica 2, Cure 2, Cure 3 and Regen. Since Astro's inclusion to the game those 5 spells have started to look very outdated. And Sage makes them stand out even more. Bloodletter because it looks as gods awful as Medica.
    (0)

  3. #43
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Quote Originally Posted by VentVanitas View Post
    MNK needs an entire visual overhaul for its basic combo skills, not many of them really sell a cohesive identity for the job outside of martial arts. Outdated attacks like True Strike, Snap Punch or Rockbreaker don't do a good job at conveying MNK as the "speed job" when they're either too slow on their wind up or just don't really look visually interesting period. It's especially bad for Bootshine because while it's not as strong as it used to be in ShB, it's still too potent for how pathetic its VFX is.
    I would like this as a trait, or even built into the rotation as procs or something, in the next expansion. EW made a great step in giving MNK cooler animations. Don't touch dragon kick though such a classic. Maybe leaden fist should change the bootshine animation
    (0)

  4. #44
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by butchersblock View Post
    You can somewhat make the argument that NIN is close to barehanded, but it still delivers with visual and auditory feedback.
    NIN uses slicing attacks, though. The whole idea of slicing THROUGH an enemy is that they do not present much resistance (else you couldn't slash THROUGH them). The animation for hitting someone with slashing attacks, fundamentally, has to be very similar to having not struck anything (or, only air). That's not the case for barehanded strikes, which require far more feedback to feel realistic.
    (0)

  5. #45
    Player
    Marxel's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    51
    Character
    Marxel Ravenwood
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    Gonna add another now that I think of it. RDM’s Moulinet. The effects are fine but the character animation just feels… weird. Maybe instead they can do a charge up animation similar to SAM’s slashy stuff.
    (0)

  6. #46
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    i'd probably change WHM's spell effects back to something elemental/conjury based, since holy holy and more holy is just bland.

    for other's changes i'd probably steal a lot of pages from Papachin's modding work for several classes--things like adding mudra pings/particles and elemental visual effects for the NIN gcd attacks (and his clientside damage segmentation/display thing is super fuckin rad? like legit i'm shocked that's not a thing in the game already with as seemingly easily as he added it)

    not that i or anyone else would ever use mods, especially not ones that fix problems like making every head item in the game viera and hrothgar compatible (with variable ear clipping/nonclipping options per user preference)
    definitely not, because that would make them a dirty crime boy
    (0)

  7. #47
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Something I think could be really cool for MNK would be to merge its AoE combo with its ST combo for updated visuals and just have half your ST combo have fall-off damage that can be spammed for AoE instead of having your AoE combo be entirely divorced.

    Bootshine upgrades to Shadow of the Destroyer
    Twin Snakes upgrades to Four-Point Fury
    Snap Punch could then be upgraded to a new third AoE in replacement of Rockbreaker and then True Strike can receive a new ST animation.
    You'd need to make a couple tweaks to make the AoE half of your combo work the way it does currently, but otherwise, you'd get some more exciting animations for your combos while also trimming down on total buttons and thus giving MNK a ton of room to grow.
    (0)

  8. #48
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    Something I think could be really cool for MNK would be to merge its AoE combo with its ST combo for updated visuals and just have half your ST combo have fall-off damage that can be spammed for AoE instead of having your AoE combo be entirely divorced.

    Bootshine upgrades to Shadow of the Destroyer
    Twin Snakes upgrades to Four-Point Fury
    Snap Punch could then be upgraded to a new third AoE in replacement of Rockbreaker and then True Strike can receive a new ST animation.
    You'd need to make a couple tweaks to make the AoE half of your combo work the way it does currently, but otherwise, you'd get some more exciting animations for your combos while also trimming down on total buttons and thus giving MNK a ton of room to grow.
    I'd rather not. It's already a pain in the ass being able to miss Blitz as they currently are as radial AoE attacks. MNK doesn't have a problem with too many buttons anyway, not when they've already removed our oGCDs and fist stances.
    (1)

  9. #49
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    Titans ability on summon.

    It turns my entire screen yellow and I can't see crap.

    I turned "down" effects (more like off) and it's made everything else unenjoyable.
    (1)

  10. #50
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by VentVanitas View Post
    I'd rather not. It's already a pain in the ass being able to miss Blitz as they currently are as radial AoE attacks. MNK doesn't have a problem with too many buttons anyway, not when they've already removed our oGCDs and fist stances.
    Currently, if you whiff the attack, you don't lose anything other than the GCD with your AoE buttons, and if you're out of range, you would've been able to use the action anyway during single target. Bloat certainly isn't an issue for MNK, but there's no real reason to have AoE exclusive buttons in XIV. We're not ever prompted with real decision-making between single target and AoE, so each of them only ever realistically exists once at a time anyway. Animation is also the most expensive part of game design, and by converting two very solid animations into things we actually use on a regular basis rather than "use this for dungeon trash and nowhere else," you have a greater chance of actually improving the animation quality of more actions.
    (0)

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