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Old Nov 23, 2005, 12:40 PM // 12:40   #1
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Default You call that an Earthquake?

Does anyone else here think that the graphics used for the skills are a little bit lacking? I know some of you may say that this has nothing to do with game play, but this can be true and untrue.

For example, when you cast Meteor Spell (pretty powerful spell to pull a meteor from orbit and have it strike the person of your choice right?) Basically when you cast this skill you see a rock come from the sky and hit someone in the head, and they drop down. Would it not be useful if the meteor left a decal or mark on the terrain? This would be helpful to see if you were on the other team and look/be more realistic.

What about other spells like Gladiator's Defense or Balanced Stance? Assuming this skill has to do with how you hold/position yourself in combat. Would it not be helpful to see the warrior actually change his stance or visibly block or parry an attack? How about different visible changes when you cast an enchantment/hex on someone rather than the generic ring of white or black around your character.

The point being is that when you are in the middle of combat whether it be pvp or pve it is hard to see what all is happening on screen with multiple people around you. It’s hard to visually know what is happening to you other than the red lettering that they use to show you lost hit points.

The whole point of this is to understand and better adapt to in game situations. I myself find it hard to understand all the skills being used at one time in PvP or HoH matches. For example while in pvp you are hit with "Earthquake" + "Aftershock" + "Whirlwind" + "Gale" + "Etc". In the extreme rush of pvp it’s hard to see all of those effects damaging you in the mist of 15 other people, and understanding all of it. If you could actually see cracking earth from the spell cover the area of effect of the earthquake or a huge whirlwind that is as big as the area that it effects it would be a lot easier than having to watch tons on numbers scroll by and not understand what is happening. Especially for the younger players. I don’t wish for a total overhaul of the graphics, but I wish they would at least make the spell effects Simi realistic.

I understand this issue is why they made an overhaul to the way we view the other persons skills being used in a recent update. This only works for the person in your view, but not the person casting a spell on you from 100 foot away. Well anyway guys this is just something I have been thinking and wondered if anyone else did too.
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Old Nov 23, 2005, 05:17 PM // 17:17   #2
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they didnt implement this sort of thing so low end computers/dialup could handle it.
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Old Nov 23, 2005, 08:53 PM // 20:53   #3
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That's what the graphic slider is for. As for dial up, the spell effects would be downloaded onto your computer through a patch. It wouldn't lag anything more than the current system, and I can tell you right away that I would DEFINITELY love to see something like this happen in chapter two. Or sooner. Arena Net said that Chapter two will exceed even the greatest expectations, and that's my expectation, damn it. That, and have a pet that doesn't get stuck on trees, and has some sort of control.
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Old Nov 23, 2005, 08:56 PM // 20:56   #4
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Agreed, I know I'm somewhat confused as to why Final Thrust is a slash...

Big holes in the ground after meteors... neat...
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Old Nov 23, 2005, 09:07 PM // 21:07   #5
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Haha, great point on that. I'd never noticed.
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Old Nov 23, 2005, 09:15 PM // 21:15   #6
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there are some graphics for spells that they REALLY have to change like:
Maelstrom
Chaos Storm
Chain Lightning
Earthquake
Crystal Wave

you know it would help to see that im under a maelstrom BEFORE i cast a meteor shower and then have it canceled because im not paying attention to the 10 different red numbers flyin above my head
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Old Nov 23, 2005, 09:27 PM // 21:27   #7
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Chaos Storm and Maelstrom especially. The AoE on these spells is larger than the graphic shows it being which is more of a gameplay issue than graphical upgrade.
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Old Nov 23, 2005, 09:38 PM // 21:38   #8
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Quote:
Originally Posted by jesh
That's what the graphic slider is for. As for dial up, the spell effects would be downloaded onto your computer through a patch. It wouldn't lag anything more than the current system, and I can tell you right away that I would DEFINITELY love to see something like this happen in chapter two. Or sooner. Arena Net said that Chapter two will exceed even the greatest expectations, and that's my expectation, damn it. That, and have a pet that doesn't get stuck on trees, and has some sort of control.
me too
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Old Nov 23, 2005, 09:47 PM // 21:47   #9
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At least you see Chaos Storm. Maelstorm is totally stealth. But i suppose it makes it fair to use. Since its not very powerful and meant more as an aoe interrupt. As for having a giant dragon coming down and hurling a meteor at someone..i think i'll pass. It's bad enough that casting something like meteor storm is obvious enough without a huge fmv shouting out to everyone that im about to set them up the bomb.
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Old Nov 24, 2005, 01:24 AM // 01:24   #10
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Obviously the animation would take place after you'd already cast your spell.
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Old Nov 24, 2005, 01:30 AM // 01:30   #11
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I agree, all of these would look very nice. The rest of the game is so pretty, and early spells like fire strom really got me excited about what's in store. Sadly, firestorm is one of the most graphically impressive spells in the game. Although this would require a major overhaul, I feel it would improve the gameplay experience for everyone.
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Old Nov 24, 2005, 01:36 AM // 01:36   #12
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Quote:
Originally Posted by Racthoh
Agreed, I know I'm somewhat confused as to why Final Thrust is a slash...

Big holes in the ground after meteors... neat...
more like a round house.
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Old Nov 24, 2005, 05:28 AM // 05:28   #13
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There IS a thrust in Final thrust. Look again.
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Old Nov 24, 2005, 04:54 PM // 16:54   #14
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Very good points guys. I dont know all of the problems other people have been having as i play Ranger/Warrior/Neco/Monk primarys.

As for how this would help strategy I can give you a couple of better examples. You may not agree with me in these situations, and may even have a better way to do it, but here it goes.

When planning attacks with more than one elemental it is helpful to see the true radius of your spells, such as Whirlwind and Earthquake, so they do not overlap or use them at the same time as this spell does not knock down people that are already knocked down. There are a couple of spells that already show you their radius, such as, Well of the Profane and Ward against Melee.

Here is another point on Whirlwind. I don’t know about you guys, but when watching the Discovery Channel these things look a little different than the ones provided in the game. So unless you have the elemental targeted that is casting it, you have no idea what is going on until you attack, and notice that you have been knocked down. It’s almost like they didn’t even try to make it look decent, or maybe they were going for some sort of stealth whirlwind (if this is the case I guess they hit it spot on).

When you are attacking a warrior and doing no damage I think it is kind of cheesy that you have no idea why, unless it is Gladiators Stance and causing damage to yourself and then you can read the red text. I believe we should know this difference between the warriors actually blocking an attack with his stance or using a removable enchantment that is causing them to evade all of your attacks. This could be easily fixed and you would not even have to include additional models of characters. Just use the same animation that is shown when you first use the Stance; however, instead of executing a 1 second graphical animation use the same animation looped until the stance is over.

I understand that it is possible to determine all of these things without my suggestions, but when you have 15 other people around you in HoH it can be confusing where the damage is coming from and how to react to it. When you are in combat with maybe 4 vs 4 it may not be needed, but with more people added in the mix it would definitely help you react and adapt.

PS.. who else was sadly disappointed at the "Phoenix " lol.... i miss the Final Fantasy 7 Phoenix. It's not that a awesome graphical update is needed, they just have some poor artwork in my opinon. Although everything else in the game is beatiful. This kinda reminds me of Morrowind, as it had a beautiful world, and for some reason the team that did all of the models for the humans didn't look like they knew what they were doing (some models looked aweful).

Last edited by Darr; Nov 24, 2005 at 05:01 PM // 17:01..
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Old Nov 24, 2005, 05:53 PM // 17:53   #15
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Yeah, good idea. Unholy feast as well. A little green circle comes out from around you, yet hurts enemies at at least double the distance it shows. I think some of the elites as well should have more impressive effects.
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Old Nov 24, 2005, 06:06 PM // 18:06   #16
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And I wish there's a maker to tell me where I've laid my traps.
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Old Nov 24, 2005, 06:32 PM // 18:32   #17
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As one of my main PvP builds is a Trapper i would love to see markers for traps also, but lets make sure the other team can't see them lol.
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Old Nov 24, 2005, 06:35 PM // 18:35   #18
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Yes, the effect is so very lacking. It all look so Wimpy.
I have said, to make Necro's Soul Reaping primary more attract, add some nice effect to it (like the soul of fallen fly out twoard the Necro, floating around him/her for while)

More Aura, more effect.
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Old Nov 24, 2005, 06:47 PM // 18:47   #19
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I'm hoping maybe the expansion pack may bring more high quality, visible effects... That really would add a lot to the game. I love that soul reaping idea.
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Old Nov 24, 2005, 06:55 PM // 18:55   #20
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Yeah graphics like that would reallly be awesome. I mean just making it look cooler is a step up. The current stuff is good, but good point. Hope it gets into next chapter.
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