Tersival Posted December 6 Posted December 6 I'm a bit of an altoholic but there are some powersets that make for great costumes but just feel tooooo slooooww to be a fun play (especially Battle Axe, Broadsword, Warmace & the various Archery powers). Any chance there could one day be a speed toggle where we could boost animation speeds at the cost of lower damage and proc rates to keep the overall DPS balanced?
Rudra Posted December 6 Posted December 6 (edited) That will require extensive work on all the powers to have alternate versions. (Edit: And it wouldn't be a toggle anyway. It would be basically selecting an alternate version of the existing set and sticking with the high speed/no damage result for that character.) Edited December 6 by Rudra
biostem Posted December 6 Posted December 6 1 hour ago, Tersival said: Battle Axe, Broadsword, Warmace & the various Archery powers Archery actually has a pretty fast-recharging/animating T1, but in general, those sets are supposed to have a more deliberate feel to them. Dual blades, katana, and most of the unarmed sets are the ones that tend to be faster animating. Regardless, animation work is probably the most time-consuming aspect of development, so I wouldn't hold my breath in hopes of seeing a significant change to those sets' animations...
Tersival Posted December 7 Author Posted December 7 6 hours ago, Rudra said: That will require extensive work on all the powers to have alternate versions. (Edit: And it wouldn't be a toggle anyway. It would be basically selecting an alternate version of the existing set and sticking with the high speed/no damage result for that character.) Yep, total newb here when it comes to digital animation - but I was imagining using the same animations, just in a kind of fast forward mode like you might speed up watching a video. 5 hours ago, arcane said: Lol you’re not getting Battle Axe buffed again Zero intent to "buff" anything, hence the "at the cost of lower damage and proc rates".
Rudra Posted December 7 Posted December 7 1 minute ago, Tersival said: Yep, total newb here when it comes to digital animation - but I was imagining using the same animations, just in a kind of fast forward mode like you might speed up watching a video. Animations aren't that simple. Now, the devs most likely have much better animation tools than what I used to use, but adjusting animations was always a pain in my experience. (Which is why I abandoned bothering with them.) And the devs even told us in another post that adjusting animation times was just as much work as making the animations in the first place. 2
Kaika Posted December 10 Posted December 10 No, this would wreak havoc on any semblance of balance the game has, even if the DPA was kept the same, attacks do more then do damage, speeding up attacks means they apply their secondary effects faster and allow you more time to do other things. Lets not even talk about how this would even work with procs, as proc rate is effected by animation speed. Not to mention would likely be pretty difficult to do on the back end. Sets like Titan weapons had to be designed from the ground up to work like this. Battle Axe and War Mace are both very effect sets that are practically defined by being a bit slow, If you want to play a fast animating set, play a fast animating set. On 12/6/2024 at 10:00 PM, Tersival said: Yep, total newb here when it comes to digital animation - but I was imagining using the same animations, just in a kind of fast forward mode like you might speed up watching a video. This is a game released in 2004 held together with duct tape, chewed bubble gum and miracles, what you're asking WAY more complex then you seem to be thinking, and would basically required full reworks of all the sets in question just to add that functionality. 1 Kaika DB/INVUN Stalker Unluck AR/Nin Blaster Riot Siren Bio/Dark Tank Ria Greenheart Axe/Sheild scrapper Ghostflare Changeling Peacebringer Fio Rune FIre/Rad Stalker
Chris24601 Posted December 10 Posted December 10 Instead of faster animations, how about just ones with more movement to fill the animation time? ex. Staff’s activation times aren’t any faster than most of the other melee sets, and in some places are worse, but because the animations include a lot staff twirling to take up that time, it feels a lot smoother/faster than broadsword where it’s often a fairly basic swing or chop, wait for it to reset to neutral, then see next basic animation. It might be interesting to see what the staff animations with, say a broadsword or axe positioned in place of the staff, would look like (basically need to keep the handle in the right spot relative to the hands compared to the staff where you can shift your grip along its whole length).
tidge Posted December 11 Posted December 11 War Mace is one of those sets that (to me) feels really clunky while leveling up, but with an investment in Global Recharge becomes more smooth-flowing. This is *not* a defense of how it plays without Global Recharge, more of an observation. The case of War Mace w/ Recharge is different (again, to me) than simply chasing Global Recharge for a relatively small number of powers in a build that have 90+ second recharge times. Battle Axe is in a really good place after the remake IMO. I have a sort of side-issue with War Mace, in that the Bane Arachnos Soldier attacks, as well as the Patron pool powers, which use the Bane Mace feel exceptionally slow no matter what, I think this bothers *me* more because for those circumstances (Bane Spider Soldier, Mace Mastery) when I'm using those sets there is some combination of weapon redraws and/or swapping between range and melee... so the animations feel extra clumsy (on top of mostly weak attacks).
srmalloy Posted December 11 Posted December 11 On 12/6/2024 at 1:28 PM, biostem said: Archery actually has a pretty fast-recharging/animating T1, but in general, those sets are supposed to have a more deliberate feel to them. The only issue I have with the Archery animations is that they fly in the face of the way you actually use a bow in RL -- all of the animations that have your character pausing and holding the bow at full draw with the arrow bouncing around are horrible; being unable to hold your draw steady is a sign that you're drawing a lot more weight than you've got the strength for, and you're straining to hold the draw. And you don't hold your shot at full draw longer for a more damaging shot -- a bow will put the same energy into the arrow every time; holding full draw is a cheap and half-assed tool that Paragon Studios used to bulk out the Archery animations to fit their damage-vs-animation time algorithm. I understand why it was done, but it irks me almost as much as seeing all the red-and-white-striped buoys parked next to docks in the various harbor zones. 1 1
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