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Thunder Strike Animation Too Fast


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To Whom It May Concern,

Please return the animation to Thunder Strike to its previous speed. With the new patch, the animation has become so fast that it has lost the weight and epic feel of a powered up strike from the character, which was one of the best things about the Thunder Strike power. As it is now, it is comical and too quick, losing what once made it feel truly epic.

 

Not sure what was the reason for speeding up the animation, but it has reduced the fun of the power tenfold. 

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The reasoning was that the power was underperforming before, and a long animation time was the primary weakness it had. 

 

Furthermore, the power design formula that the devs are sticking to religiously does not consider animation time, which means they can use animation speedups to give "free" buffs. With any other buffs like damage, the devs will ALWAYS insist on penalizing some other aspect(s) of the power to compensate and make sure the formula always remains equal no matter what.

 

In an ideal world we could give a wider variety of "free" buffs besides animations to underperforming powers without needing to play the counter-balance formula minigame, but that's not the world that HC is. I would love to have several slow-animating powers just hit like an absolute rocket powered freight train (in terms of damage) instead of just animating faster, but then we'd have to "balance" that out with nerfing some other element like recharge time. 

Edited by FupDup
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Closed Beta Discord Invite: https://discord.gg/DptUBzh

 

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Yeah, I'm not much of a fan of the sped up animation either, but I figure it's just a matter of time before I get used to it again. I guess give it some time and see if it grows on you?

 

(Edit: It's like the first time I made a character with the power and wondered why my character moved so slowly in that leap, but then over time got used to it. You may come to find you like the sped up version after you have a chance to get used to it again.)

Edited by Rudra
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Spending 2.772 seconds to miss feels less like a kick in the groin than spending 3.432 seconds.  I'll keep the reduced animation time, thanks.

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Get busy living... or get busy dying.  That's goddamn right.

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Faster is definitely better. What sucks is is having the aoe damage cut by 2/3  which wasn't compensated in the rest of the melee sets for aoe damage, and only the aoe damage was really needed on the other non-melee ATs so it's far worse there too for not fixing it to be aoe damage focused :/.

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10 minutes ago, Acroyear said:

Simplest solution would have been to just up the damage for a slower power. Well, I suppose I'll just respec out of Thunder Strike. 

 

that's definitely A solution

I think the reason they went with a faster cast time is

other folks would kill the mob before you finished the long strong animation you desire

 

Its easy to criticize a suggestion but can you suggest an alternative?

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24 minutes ago, Acroyear said:

Simplest solution would have been to just up the damage for a slower power. Well, I suppose I'll just respec out of Thunder Strike. 

It would have been very simple, yes, but as I said earlier our dev team really likes their damage formulas. They generally don't give more damage for free, so you'd have to sacrifice something else or multiple somethings in order to "balance" that out at which point the change might become a wash or even a net nerf. The sacred formula is why we cannot have nice things. 😔

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Closed Beta Discord Invite: https://discord.gg/DptUBzh

 

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42 minutes ago, FupDup said:

It would have been very simple, yes, but as I said earlier our dev team really likes their damage formulas. They generally don't give more damage for free, so you'd have to sacrifice something else or multiple somethings in order to "balance" that out at which point the change might become a wash or even a net nerf. The sacred formula is why we cannot have nice things. 😔

It wouldn't be more damage for free.  It'd be more damage to compensate for the longer animation time.

 

The sacred formula is apparently a rule, and rules be damned.  Rules are made to be broken.  Rigid adherence to rules is tyranny.

If the sacred formula were more of a guideline, it would be easier to disregard when it ruins nice things.

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Just now, Player2 said:

It wouldn't be more damage for free.  It'd be more damage to compensate for the longer animation time.

 

The sacred formula is apparently a rule, and rules be damned.  Rules are made to be broken.  Rigid adherence to rules is tyranny.

If the sacred formula were more of a guideline, it would be easier to disregard when it ruins nice things.

A straight damage buff would be considered "free" by the powers design team (Powerhouse, Bopper) because the animation time is not factored in to the formula. 

 

And in regard to the rules, you're preaching to the choir here. A few of us in the Gold Standard test group (including me) tried to persuade/argue with them about this but we didn't get much out of it. The powers team just really really loves their formulas and adhering to them at all costs. 

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Closed Beta Discord Invite: https://discord.gg/DptUBzh

 

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18 minutes ago, Player2 said:

Rigid adherence to rules is tyranny.

Correct. Rigid adherence to rules produces Dolores Umbridge and Admiral Satie.

 

17 minutes ago, FupDup said:

The powers team just really really loves their formulas and adhering to them at all costs. 

Yes, instead of the Tyranny of the Rocket Equation we have the Tyranny of the Powers Equation.

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Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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