The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Imaging a boss uses the tiniest dagger ever. He casually walks over, stabs you, and you took 30k damage and died. How would you feel?
I think the animations of the bosses right now doesn’t look epic enough. As a player, if I am going to die from one hit kill 30k damage attacks, I want whatever hitted me to look like 30k damage worthy. I want to get hit by the biggest sword in the world. I want to get hit by the biggest energy beam I have ever seen. Then the death doesn’t look as bad.
Examples:
Small bosses (Scarlet, etc)
https://www.youtube.com/watch?v=6t54yH4Pe4E#t=0m20s
Huge bosses (Elder dragons, etc)
https://www.youtube.com/watch?v=CuPKgGhdwqE#t=4m16s
Imaging a boss uses the tiniest dagger ever. He casually walks over, stabs you, and you took 30k damage and died. How would you feel?
Tonberrys.
Imaging a boss uses the tiniest dagger ever. He casually walks over, stabs you, and you took 30k damage and died. How would you feel?
Tonberrys.
This.
Anet needs to acquire the rights to tonberries.
We could have quaggan assassins with cloaks and rusty knives that do that.
Dwayna’s statue suffers from this. The huge beams of judgement barely scratches, but the wave of wrath (that’s basically the same as guardian staff 1) downs you 9 times out of 10.
That second video reminds me of FF7 final boss (just to be on the safe side)
where Sephiroth would summon a meteor that would blow up half the planets in the solar system before hitting the sun causing it to go supernova and engulf your party, only for my party to survive with relatively little health loss.
(edited by Levetty.1279)
More examples. The biggest the attack (and damage), the more the visual cue have to be so the players know they must dodge this or die.
More examples. The biggest the attack (and damage), the more the visual cue have to be so the players know they must dodge this or die.
They actually do that on smaller enemies, there’s a very distinct “I’m Charging up a big attack” effect common to almost all enemies with big attacks.
The larger enemies (like bosses) sometimes fudge it a bit. However, you’re asking for ridiculously overdone effects like in a lot of japanese games and animation, where somehow every weapon glows like the sun and evey hit has a massive flashy effect that takes up half the screen or something. What it seems like you’re asking for is just plain contrary to the visual style of GW2, and would look ridiculous in a lot of cases.
In fact, that game is already so overloaded with flashy effects that it works to the detriment of the combat mechanics and makes it harder to see and react to attacks than in would be if things were LESS flashy. Ever try to get bonus damage from theif or ranger side/back hit traits in a big event? It’s nearly impossible. The new “Effects LOD” option doesn’t seem to do much of anything to help that either.
My biggest gripe with big hit damage attacks is persistant floor effects I think. With very few exeptions, floor effects are only noticable via red floor circles. In a lot of places this works, but in many places the ambient lighting is orange/red, or the ring effect is covered by water/etc which results in taking damage from a source you couldn’t see clearly.
As far as actual direct attacks, the game is generally pretty good about communicating them I think, though I’ll agree that in a few cases some things could be better telegraphed or communicated in boss fights, the vast majority of small enemy effects are well designed and make sense for the damage they do.
What effects, the bubbly colourful dome?
*lol sorry, had to. I just love it, it’s like this trance starting.
We could have quaggan assassins with cloaks and rusty knives that do that.
And lanterns don’t ever forget the lanterns.
There is the occasional devastating hit that makes me pause and think “What, really?” o_o
But in my experience, that’s more the exception than the rule, or I wouldn’t notice those cases so acutely, and I’m left wondering how many of those weirdly-powerful hits are critical hits. Can enemies critical hit players? I’m really not sure.
At any rate, I’m pretty happy with how enemies in this game telegraph their attacks, and I usually feel I have enough warning to dodge most of the “charged attack” moves. The occasional exception sneaks in, but that just seems like a given for a video game, where ideal animation is at odds with ideal gameplay in practial terms.
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