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  1. #30
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,395
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    On the topic of animation, I guess since I’m the Sage junkie, my biggest gripe with Sage’s animations is I feel like the attack animations aren’t really capitalizing on the “cool factor” of a sci-fi laser mage.

    Dosis is fine on its own but hideous and choppy when casted repeatedly. Theres no grace or fluidity. Dyskrasia is very bland, and I’m not a fan of the point blank AOE route for healer trash mob buttons.
    On the subject of Dyskrasia's animation...

    Spoilers for some 7.2 content (in case OP hasn't done that content/seen it yet)

    Howling Blade's second phase has a 'deal damage to all nearby enemies' kind of attack, where he does an in/out (here's the 'in' version, and here's the 'out' version). Why couldn't we do something like that, and have our nouliths just orbit us in a ring, while emitting energy in a sort of blade? Why do we do this... Gatorade rain dance? I suppose the 'in' version is kinda similar to what Toxikon 1's animation does, but that gets overwritten by Toxikon 2 pretty quickly via levelling.

    In fact, the combination of how relatively simple each mechanic is in P8S phase 1, combined with the sheer speed at which he chains them back to back, is exactly the vibe I wish that SGE had in its gameplay. Effortlessly weaving Kardia amplifying abilities like Soteria, throwing out Addersgall moves to mitigate and heal like Kerachole and Ixochole, and all while throwing out constant attacks of our own to keep on the offensive. I wish that, when Metem comments on his speed, that I could say 'Yeh, he's fast. But keep your eyes peeled, Ref, cos I'm even faster', and that be reflected in my gameplay


    I think that certain actions could stand to have a bit more... 'randomness' to their animation? For example, let's imagine that we have a new action for Sage, where the nouliths 'slash' the target with energy beams. Rather than the path of the noulith being the same each time, if there was some variance in the angle at which they slashed, such that each time the animation played it was a little different, it'd break up the visual fatigue a bit despite being 'the same button'

    Another example would be something like Broil, something with multiple projectiles. Not every one of Broil's fireballs needs to hit at the same time, do they? What if, sometimes they all hit at once, but sometimes they hit in sequence, or in pairs, etc?

    What if the animation was modified slightly, when we got a Crit? For example, Broil again, what if a Crit had the fireballs all meet before hitting the enemy, combine into one bigger fireball and then slam into the target? The natural randomness of 'whether we crit or not' would make 'when the different animation appears' more unpredictable, and seeing it go off during the burst window gives an immediate feedback to the player that 'hey, special animation, you hit big number' rather than looking for how many exclamation marks follow the damage number in the floating text
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    Last edited by ForsakenRoe; 07-11-2025 at 06:12 AM.