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  1. #1
    Player
    Artiss2k's Avatar
    Join Date
    Jul 2012
    Location
    Ul'Dah
    Posts
    62
    Character
    Belwas Blackfyre
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    I definitely want the mob to move sometimes when i strike them, it makes me feel more powerful rather than just me getting knocked back all the time. It should be really toned down though from whats in the trailer, especially for large enemies. a damage threshold for such a wild animation should be in place like folks have been saying. maybe on a critical hit? regular hits they can just flinch a little.
    (0)
    You heard it too, didn't you? the voice... of the wind....

  2. #2
    Player
    Doho's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    699
    Character
    Doho Fiasco
    World
    Hyperion
    Main Class
    Armorer Lv 50
    they actually toned it down considerably from the first limit break clip showed at gamescom
    (0)
    "Unbelievable wipes... indescribable failings. Whining, bitching, rage quitting - through an endless party find." - Doho, A Whole New Whorl

  3. #3
    Player

    Join Date
    Jul 2012
    Location
    Limsa Lominsa
    Posts
    7
    Kinda necro posting here but.. Having played alpha, I believe this excessive boss flinching needs to be fixed. The final dungeon boss bounces around like crazy each time he gets hit he flinches a ton. Seems kinda fake to me and I would prefer that he only flinch once in a while or maybe say after each time a combo is executed or something or after certain damage thresholds
    (3)

  4. #4
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Diminou View Post
    clip
    I'd delete this post if I were you.
    /NDA
    (2)

  5. #5
    Player
    IloveYouPumpkin's Avatar
    Join Date
    May 2012
    Posts
    241
    Character
    Zoobie Senjougahara
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by AmyNeudaiz View Post
    I'd delete this post if I were you.
    /NDA
    ehh. he's just saying they haven't changed it from what we saw in the limit break trailer.

    And yes the dragon definitely bounces too much. Doesn't sound hard to fix so we'll see how things are in beta. After all, that's a more updated ARR so maybe its been taken into account. Nothing wrong with mentioning it now though. Whoever seemingly doesn't think anything is wrong must have not seen the trailer. Go watch it.

    Off-topic - Watching that trailer again got me a little excited. I'm still looking forward to ARR despite some of my critisizm. I noticed something interesting too.. A while ago I read that the limit break for blackmage requires the group to stand in front of the blackmage (like a wall) to initiate, and indeed the group goes into a formation in front of the BM for the limit break. That's cool! XD
    (0)

  6. #6
    Player
    Bittereye's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Bittereye Azurial
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Wow; I cant believe ppl are still posting to this thread So yeah, it isn't "Ragdoll" physics like originally mentioned but the impact animation the larger enemies take look out of context. I still stand by this comment but it doesn't seem that SE will be doing anything about it at this stage.

    Amy, you're my hero!! You backed me up right after my post!
    (1)

  7. #7
    Player
    Joji's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    76
    Character
    Jojimbo Matsumoto
    World
    Masamune
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Bittereye View Post
    Wow; I cant believe ppl are still posting to this thread So yeah, it isn't "Ragdoll" physics like originally mentioned but the impact animation the larger enemies take look out of context. I still stand by this comment but it doesn't seem that SE will be doing anything about it at this stage.

    Amy, you're my hero!! You backed me up right after my post!
    Exactly right, ragdoll physics are something usually used in fps games when opposition or you dies. Hit animation is what we're talking about here. Also, it would be nice to see change to the stance of both monster and player as hp decrese below a certain % point too, like they are exhausted. It has been used in singleplayer FF games, and it would live up to the standard.
    (2)
    Last edited by Joji; 12-10-2012 at 03:24 AM.

  8. #8
    Player
    MizoreShirayuki's Avatar
    Join Date
    Mar 2011
    Posts
    187
    Character
    Mizore Shirayuki
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    Yoshi-P: Initiate "Plan B." I.E.: Take another page from FF11 and scale back impact animation so it looks less Dragonball Z-esque 24/7, so the mobs don't look like they are all taking over 9000 damage per hit.
    (1)
    Last edited by MizoreShirayuki; 12-10-2012 at 02:50 AM.

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