A general change to combat animations I would like to see is a better blending of running/walking animations and the current attack you are preforming. The scooting in combat can look a little goofy.
A general change to combat animations I would like to see is a better blending of running/walking animations and the current attack you are preforming. The scooting in combat can look a little goofy.
Square enix should do something about interrupting Dancer's skill animations if they move any direction Specially their 1234 skills; the animations shouldn't cancel themselves if you move. I absolutely support what they did with Warrior's infuriate, you still see the full animation even if you move around or are already moving around.
I value skill animations when fighting than seeing myself cancel the animation just to run left/right/back/forward.
Last edited by Rekh; 05-26-2024 at 12:57 PM.
For some reason, CBU3 love SAM holding katana with both hand 24/7 even when not attacking.
The kendo stance animation is fine if WoL became SAM for the first time and within range of level50 to level70, or during meditation stance.
Even Akechi Mitsuhide, the most traditional and stereotyped samurai character from Koei Tecmo's Sengoku Musou series, don't hold his katana with both hand 24/7.
I've always thought that PLD's 1-2-3 look like auto-attacks lol
They should definitely update the running animation for midlander.
What Monk need was not VFX galore upgrade, but rather animation and hitting sound upgrade.
Bootshine only need hitting sound upgrade.
True Strike and Snap Punch only need animation and hitting sound upgrade and add a little VFX to make hitting feedback loop better.
CBU3 honestly can learn a thing or two from Tekken 8 character when it come to fist and leg attack animation.


In particular older run/idle animations for older jobs look much worse to me than more recent job. For me own prefered classes Paladin has a bowlegged run animation, and White Mage run/idle animation looks stiff and awkward.
I kinda wish there is an "evolved" version of job animation, not just skill animation, but also animation of weapon drawn, animation of walking and running with weapon drawn.
NIN is kinda like that, before became NIN, Rogue/Thief has a more "Assassin from Assassin's Creeds" animation of running and walking with dagger drawn.
Then when became NIN, the animation walking and running with dagger drawn changed into more NIN like. Not to mention jump animation with dagger drawn changed too.
CBU3 please, a max level WoL is a seasoned, experienced fighter, there is absolutely zero reason why a max level WoL has a combat animation of a level 1 WoL or a WoL that just newly introduced to their jobs/class.
Just update change most job's 123 combo rotation with a different one when a WoL's class has reached max level.
And also, please add animation glamour as well, in case there are some folk who prefer an older animation over the newer one, especially Machinist.
Animation glamour would be perfect, I support this.CBU3 please, a max level WoL is a seasoned, experienced fighter, there is absolutely zero reason why a max level WoL has a combat animation of a level 1 WoL or a WoL that just newly introduced to their jobs/class.
Just update change most job's 123 combo rotation with a different one when a WoL's class has reached max level.
And also, please add animation glamour as well, in case there are some folk who prefer an older animation over the newer one, especially Machinist.
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