The Volt Posted Monday at 08:28 PM Posted Monday at 08:28 PM Would it be difficult to add alternate animations for Fiery Melee? Much like how Stone Melee got alternates for its moves with the hammer, could we get the same treatment for the Fire Sword moves in Fiery Melee? Perhaps Brawl for Fire Sword, and the Total Focus anim for Greater Fire Sword. Just removing the sword from Fire Sword Circle would be fine, so it'd be similar to Whirling Hands. Suppose the same could go for the Ice Swords too. 2
Psyonico Posted Monday at 08:37 PM Posted Monday at 08:37 PM Good news: the beta server has swordless fire melee in testing. 4 What this team needs is more Defenders
Rudra Posted Monday at 09:09 PM Posted Monday at 09:09 PM 32 minutes ago, Psyonico said: Good news: the beta server has swordless fire melee in testing. Sweet. How about all sword Fire Melee? 3
Starhammer Posted yesterday at 03:29 AM Posted yesterday at 03:29 AM completely agreed. On some fiery melee characters, I would like all my attacks to be some variation of the fire sword. On others, none of them. Either way, it's frustrating to be pigeonholed into one for some powers, and the other for other powers. Honestly I wish we just had the option to pick from a wide variety of attack animations, VFX, sounds, and colors for each power like building out more aspects of the costume... along with placing weapons/shields as a costume piece instead of tying to the power. We'll never see that in this game though.
CoeruleumBlue Posted 23 hours ago Posted 23 hours ago (edited) 5 hours ago, Starhammer said: completely agreed. On some fiery melee characters, I would like all my attacks to be some variation of the fire sword. On others, none of them. Either way, it's frustrating to be pigeonholed into one for some powers, and the other for other powers. Honestly I wish we just had the option to pick from a wide variety of attack animations, VFX, sounds, and colors for each power like building out more aspects of the costume... along with placing weapons/shields as a costume piece instead of tying to the power. We'll never see that in this game though. I was with you until you said we'll never see it. Weapons/shields do need to be tied to the powers in my opinion, just like Arachnos Maces don't give you options for nightsticks. It's good to have more options but those options need to exist in a world that makes sense, not a free-for-all. For example, someone mentioned having wands and weapons as an origin point for powers. Why? If you have a wand or weapon you need to have a story behind that, and there needs to be an explanation for why you can't do various things with it. I still do personally think it's bizarre my Mind Control/Darkness Affinity Controller has an Arachnos Mace, can't hit anyone with it, and did the Captain Mako story arc. Honestly all the Arachnos arcs bug me because Arachnos is literally fascist, and even if I play it as infiltrating them like with the Hellions arc at the beginning of the game, there's no real reason my character should just randomly have a mace she can shoot people with, but can't hit people with, and Focused Accuracy that also has nothing to do with the mace that I just like because it's clearly an ESP type character and I want to max my ToHit and Perception and not care about ToHit debuffs on a character like that, and I already have all the armor. The patron unlocks being bizarre is why we can't just let people do whatever. Doing a Captain Mako patron unlock and getting a mace that doesn't even look like an Arachnos mace because I used a different mace design and different colors just because I want a -DEF debuff somewhere and Darkness Affinity and Mind Control don't have them, and I also get the best toggle for that build, is already bizarre, because patrons were uncoupled from the unlocks already. So like options with or without swords, hammers, etc. for all of them, sure. But the issue is still keeping things in line with what you're representing. The game is already not great at that all of the time, the devs are rightfully careful with the game they inherited (these problems are almost never their faults, they are understaffed on a game which only got a license earlier this year and survives solely on donations.) More of us should consider becoming devs, I have, but first I've been trying to recruit people from different demographic pools since I think that will also fix some of the issues I see like treating literal Nazis as just a campy bad guy the same as all the other campy bad guys you could fight. Honestly superheroes and pulp stuff do not have to be camp, though if someone wants to just make a character with a campy persona and super sparkle powers that's great, but that's different from saying Nazis are just another campy enemy, which also ties into the problem of patron pools really ending up having nothing to do with the Arachnos patron unlocks anyway. Edited 23 hours ago by CoeruleumBlue <But life is change, that is how it differs from the rocks, change is its very nature.> — John Wyndham
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