I realize I'm not the only one playing. I also realize a lot of people feel the same as I do.Realize you aren't the only one playing. It's not that your playing marauder, but your using other abilities to make your own class.
People don't get the concept that there are others playing this game, and if they want to make their LNC blunt oriented, by all means let them.
Posted this in the other topic, but I figured I should state it here as well:
The sounds of certain skill and magic impacts (provoke, thunder, trunksplitter, and others) could stand to be made stronger as well. When you provoke something, there should be a large effect signifying that enemy is provoked towards you (already happening with the size update) but there should also be a strong noise accompanying the effect. Think back to XI's provoke. Whenever a warrior or paladin used it, everyone around them would know they used provoke due to the size of the effect and sound.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
Well, as playing LNC i actually liked the way they dealt with Trammel and Heavy Trammel. I don't see a need of changing them either.
Yes, some of the skills look "good" or "not bad".
However, we should want to strive for skills that look "freakin' awesome" instead. I don't want to settle for just "okay". We can do better.
This depends of the point of view. Extraordinary animations don't really fit MMOs well, specially because of animation time...longer animations often end being cut due command spam or avoided if they lock the character.
We do could have animations similar to FFXIII's high tier spells...those are very fast and have ace animation quality. But for WS i wouldn't expect much stuff...just think long animations like FFXI's asuran fists, rampage or penta thrust...depending of the monster it would be a bad idea staying locked due such long animations.
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