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Posted by: Reikou.7068

Reikou.7068

Reikou/Reira/Iroha/Sengiku/Rinoka/Kuruse/Sakuho/Kinae/Yuzusa/Kikurin/Otoha/Hasue/Mioko
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere

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Posted by: Caedmon.6798

Caedmon.6798

Ive noticed this alot in pvp,was always wondering if its just a messed up hitbox detection or if it was related to latency issues…But yeah seems like there’s really something wrong with the melee hitbox detection and range from asurans.

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Posted by: Darnis.4056

Darnis.4056

Nah Asuras are fine, no we’re not banning them from TOL2.
Player perceptions and subjective research is driving this debate,
Asuras are totally fair and balanced.

Will the Real Pink Puma Please stand up?

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Posted by: silentnight warrior.2714

silentnight warrior.2714

More reasons to play Asura.

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Posted by: Paragon.5479

Paragon.5479

they need to do something about asuras asap!

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Posted by: FeelsAlright.5860

FeelsAlright.5860

gg. I think anet will only fix it if everyone abuses it. Can’t wait for the full asuran teams in TOL.

Vipassana

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Posted by: OlrunTheBlade.1486

OlrunTheBlade.1486

People have been abusing it forever… It’s a real problem.

Captain of Never Lucky [NL]
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief

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Posted by: Waffler.1257

Waffler.1257

TOL already had full asuran teams, I just switched to asura myself because not only is it nearly impossible to see what I’m doing, but also in necro plague form you can hit people who are standing outside of the plague radius indication ring because broken asuran animations. If all you care about is PvP, you can either play asura or play at a disadvantage. #GW2ESPORTS!!!

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Posted by: Simon.3794

Simon.3794

lol, this is so true it’s sad.

#esports4lyfe

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Posted by: Mindtrick.5190

Mindtrick.5190

It’s not a problem or else Anet would fix it Kappa

PJSalt

Got Ninja?
https://www.twitch.tv/mindtrick714
<3 and Hugs no Hate I Just Point Out Fail.

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Posted by: xehn.3420

xehn.3420

Nothing new here. Every race has the same hitbox so obviously small asura can hit as far as big norns.
People have been talking about the asura advantage since beta.

(edited by xehn.3420)

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Posted by: nearlight.3064

nearlight.3064

How would they even fix it? Give every asura an elephant dose of growth hormone and watch as they become giant but more menacing than cute creatures?

Attachments:

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: vincecontix.1264

vincecontix.1264

Yea this is my biggest grip atm esp when vsing those axe/lb celestial mights stacking wars. I find its noticeable harder going against an asura warrior. Though I find asura to ugly to make it a main char.

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

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Posted by: Drafigo.4690

Drafigo.4690

Tested this with my engi and rifle. This doesn’t seem to work. Is it only some classes? I would be interested to see a warrior of similar build but human and see if its just Asuran.

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Posted by: FeelsAlright.5860

FeelsAlright.5860

Tested this with my engi and rifle. This doesn’t seem to work. Is it only some classes? I would be interested to see a warrior of similar build but human and see if its just Asuran.

Probably because rifle is mainly projectiles, projectiles in general behave much differently than melee or beam attacks.

Vipassana

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Posted by: Evan Lesh

Evan Lesh

PvP Gameplay Programmer

Next

Not sure whats being implied here. The attack areas are the same for all races.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: anzenketh.3759

anzenketh.3759

Not sure whats being implied here. The attack areas are the same for all races.

The issue that they are upset about is not so much the hitboxes. But the animations and the fact that they don’t scale causing confusion or thinking that you are safe from harm when you really aren’t. A really difficult problem to solve. Or at least that is what I think the OP is talking about.

See the following for more discussion.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Asura-Animations-Visual-Effects-are-Broken/first#post3979044

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

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Posted by: OlrunTheBlade.1486

OlrunTheBlade.1486

@Evan What’s being implied here is one of two issues with asura. The animations don’t actually show where the attack hits. It’s the same issue with Plague hitting targets outside of the circle. The game is supposed to be highly visual, so it’s an issue when the visuals don’t match up with what’s actually happening.The other issue with asura is that the animations are harder to see, giving an obvious and enormous advantage. It also makes the game harder to spectate.

@nearlight The best way to fix it, in my opinion, is to give people the option to display all models as human. Then people can play whatever race they want, but it won’t give them an advantage over anybody else. It would be similar to culling, but even more extreme.

Captain of Never Lucky [NL]
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief

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Posted by: OlrunTheBlade.1486

OlrunTheBlade.1486

If I use my Norn and fight an Asura Warrior using an axe, he can literally hide in my body so I can’t see any of his animations. #esports

Captain of Never Lucky [NL]
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief

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Posted by: Steb.2571

Steb.2571

Not sure whats being implied here. The attack areas are the same for all races.

The issue that they are upset about is not so much the hitboxes. But the animations and the fact that they don’t scale causing confusion or thinking that you are safe from harm when you really aren’t.

Correct, if I’m standing in the location the players were in relation to the Asura, I would assume I was safe, The weapon is nowhere near the point of impact, it has nowhere near the viable reach, it has no kind of way for me to gauge the actual distance, and I’m essentially just guessing that I’m close enough / far enough away because the distance appearance vs the actual hit area are so vastly skewed in proportion to each-other.

Asuras are insanely problematic to PvP because of how hard it is to tell what animations they’re using, what weapons they’re holding, when / if they’re doing an animation, and obviously, the egregious difference in their size proportion to their hitbox.

IGN: Steb
Team: Blacklisted [Envy]

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Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

Next

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

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Posted by: Eurantien.4632

Eurantien.4632

Give Asura growth hormones.

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Posted by: OlrunTheBlade.1486

OlrunTheBlade.1486

Increasing the size of asura, letting us display all players as human, streaking effects. There are ways to fix it if it’s acknowledged as an issue. And it IS an issue.

Captain of Never Lucky [NL]
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief

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Posted by: Steb.2571

Steb.2571

I personally love the idea of streak effects, and making them to the actual scale and reach of the hitbox area, and making them much more apparent, I think this would help a lot of people understand how / whats happening to them in pvp and make it more accessible. Not to mention it helps make it easier to tell the actual hit-radius of things like Massive Norns ( I have a tendency to underswing on my norn because the weapons are so massive but don’t actually reach) and the converse for Asura.

As long as they look nice, and are easy to see, I think it would be a significant improvement. That, and a more “forceful” feeling when you strike / get struck in melee.

IGN: Steb
Team: Blacklisted [Envy]

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Posted by: Valtarius.8671

Valtarius.8671

making streak effects better show the attack arc.

YES PLEASE! but have it as an option in the game menu like how conditions can be changed

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Posted by: Aza.2105

Aza.2105

making streak effects better show the attack arc.

YES PLEASE! but have it as an option in the game menu like how conditions can be changed

I agree streak effects sound like a great idea.

Amd Ryzen 1800x – Amd Fury X -64GB of ram
Windows 10

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Posted by: cheese.4739

cheese.4739

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

The main thing that we need is consistency.

If it’s possible to view all foes as a standard model (i.e. human) then it’ll be possible to judge the hitboxes for attacks much better. A tiny asura hitting things that look to be 5ft from the end of their blade is a lot harder to judge than a human with just 1ft of ‘extra’ reach.
Maybe streak effects showing the area affected might help with this… but it’d just look silly with asuran characters, due to the huge effects that model scaling has on animations vs hitboxes.
And even if we really, really can’t view all our enemies as human… can we at least get AoE rings from Plague/Tornado to scale properly? Those few skills with an actual visual indicator of range-from-player don’t even display this range accurately.

On top of hitbox stuff, there’s the very common complaint that these tiny asura, are utterly impossible to read in such a visually crowded game with flashy animations and AI units all over the place.

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Posted by: Waffler.1257

Waffler.1257

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Option to display other players as any character model that you choose, lots of other games do this, for example, Quake.

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Posted by: Acrisor.8097

Acrisor.8097

If Asura race is overpowered why not create an Asura special character just for PvP like I did?
If Asura will get nerfed, won’t then people complain of the next small character (probably Sylvari)?

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Posted by: JohnnyZero.5619

JohnnyZero.5619

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

I think it’s safe to say that this game doesn’t need more particles and effects cluttering it up. It’s already difficult enough to respond to asura’s with their size and the current effects in game.

I Lynna I – Thief / Clownshooz – Engineer
Turbo Seksophonic – Ele / Guitar Wolfe – Mesmer
Isle of Janthir

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Posted by: Prysin.8542

Prysin.8542

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Option to display other players as any character model that you choose, lots of other games do this, for example, Quake.

just do like in WvW.

Set model limit to lowest – everyone the same. EZMODE FIX. Its already in the game. It cannot get more simple then that.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Drafigo.4690

Drafigo.4690

I wonder is this issue with the smallest version of asuran toons or all sizes? I have the largest asuran version on a few characters and don’t seem to see what most imply.

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Posted by: Seiishizo.7162

Seiishizo.7162

This is the real problem:

Asura Ele dagger dagger skill 2
http://postimg.org/image/svzv1c1ex

Human Ele dagger dagger skill 2
http://postimg.org/image/tk8pka04p

The animation of the asura shows that the skill shouldn’t even be close to hitting but it does….

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Ryan.9387

Ryan.9387

It is alright to see an eviscerate from a human.
It is very hard to see an eviscerate from an asura.

Ranger | Elementalist

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Posted by: kirito.4138

kirito.4138

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Asuran are small and hence must be rather lightweight.

They should be knocked back further from CC and take 5% more dmg.

http://www.twitch.tv/kirito4138
The only exclusive skyhammer stream

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Posted by: manveruppd.7601

manveruppd.7601

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Either:
a. Make spell animations not scale with character size (it won’t look pretty, but it’ll be accurate), or
b. scale all characters of all races to the same size in pvp and wvw, and retain spell effect scaling. I know you have the technology to do that due to the shrink/enlarge potions.

A bad necromancer always blames the corpse.

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Posted by: Frost.5017

Frost.5017

Evan,
This is all a bit silly as you are letting the lore of the game interfere with the fair play aspect of your pvp. It’s also unfortunate that once players find their way to pvp and become aware of this asuran issue, they are unable to change their race.

To other posters,
If you are serious about pvp, then create small asuran characters – its really as simple as that. It’d be great for Anet to step in and address this issue, but to be honest that is quite unlikely to happen at this point. If you want to gain that advantage of having a deceptively longer hit range coupled with difficult to see animations it lies with you, the player, to adjust/adapt to gain any edge you can with the existing system.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Increasing streak effects contradicts a previously made statement about reducing particle in WvW and Pvp to clear up screen pollution. If I understand the built focus, it was to be a highly animated game. The effects are not important, being able to recognize which attack is which should be, and understandably so, be the main concern.

I can respect the asura were built with a design concept in mind. The swagger, topsy turvy effect to them is implemented well, but this only adds to the confusion of what they are doing. When this is paired that they also have unique animations quite different from the other cultures (See guardian staff channels. Human male crouches and pulses, female human levitates and pulses etc) Asura climb and swirl. It is this swirling that they also use on things like guardian hammer skills, evading and simply coming to a stop after running. The cue’s that start/finish a lot of their animations are the same.
I understand that stances, postures etc begin to run short if u try to assign different ones to each profession of each culture, and respectfully that is a a-net problem, the player problem is that with their tiny size and similarities in skill animations it is difficult to determine what they are immediately doing. I will also propose it is impossible to exactly tell if heavy particle effects are already in abundance.

However to weight this discussion fairly, one also has to mention mesmer builds on Char/norn. On a node capture where they are defending their clone images are large enough in size that trying to click cleanly and immediately on the player can be difficult because the clone images take up a larger space on the node. This can’t be entirely worked to their advantage due to how clones spawn, but at times if they spawn tightly enough together the animation space they take up make it frustrating at best to precisely target the player. It is just easier to move around the round, even though you did immediately the recognise the player, you just can’t cleanly target them at your current position.

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Posted by: Waffler.1257

Waffler.1257

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

Option to display other players as any character model that you choose, lots of other games do this, for example, Quake.

just do like in WvW.

Set model limit to lowest – everyone the same. EZMODE FIX. Its already in the game. It cannot get more simple then that.

The low res character models in the game do not have the same variety of animations as regular characters do. For example, the low res models only have one animation for attacking, it could be an eviscerate or an auto-attack, but on the low res model it would look exactly the same. Would be worse than fighting an asura.

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Posted by: Caedmon.6798

Caedmon.6798

Not sure whats being implied here. The attack areas are the same for all races.

Did you not see the video…Dont tell me it’s Supposed to be this way.. ? Because it doesn’t make much sense if you do watch the vid.Theres a reason that 90% of pvpers are running asurans,and the reason is being shown here + you have the animation issues and their overall size being too kitten small,cant hit what you cant see,and cant anticipate or react to their animations since..you can’t see the animations.

(edited by Caedmon.6798)

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Posted by: Acrisor.8097

Acrisor.8097

Do you know of any other MMO, where small characters (such as asuras and gnomes) get modified into humans or something else for better notice by players?

Do you know of any other MMO, where in PvP you are forced to play only the same large race because all characters must be the same sizes and animations?

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Posted by: cheese.4739

cheese.4739

Do you know of any other MMO, where small characters (such as asuras and gnomes) get modified into humans or something else for better notice by players?

Do you know of any other MMO, where in PvP you are forced to play only the same large race because all characters must be the same sizes and animations?

Do you know of any other MMO, where such emphasis is put on reading animations and tells from your foes?

Do you know of any other MMO, where there is such a difference between clarity of animation between these races?

The argument isn’t that everyone has to play as a regular human – I love playing as my asura, and don’t want the race removed from the game – the argument is that we want to be able to view our enemies as all human (or spectate matches as if they were all human).

Customisability is important to the endgame, sure – gotta sink gold into skins – but I for one would much prefer some people to see me as a human (same gender, basic armour, team colours), and to have the choice myself of viewing enemies as these basic humans, than to have to try to see/read/click on all the miniscule asura out there.

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Posted by: James Megawatt.9021

James Megawatt.9021

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

I can’t believe you are actually saying this. So this means that after almost 2 years, one of the biggest problems of GW2 PVP hasn’t even crossed the devs’ minds. It’s an easy fix, give the players the option to normalize models of every race to human size. Should have been fixed 1 week into beta. No wonder this game isn’t going esports

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Posted by: Kain Francois.4328

Kain Francois.4328

I think it would make sense to see enemy players as humanoids similar to displaying character models on the minimum setting. This would also help out when players try to hide their class using costumes.

Considering battles take place in the mists anyways, they’re not supposed to be any races known to Tyria anyways. They’re “invaders”. You could make them just faceless suits of armor and it would make sense lore-wise.

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Posted by: Cynz.9437

Cynz.9437

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

THIS is very proof that they don’t read any suggestions we post, i know out of my head quite few i saw on this forums over the year at least…HOW COULD YOU MISS IT?

So, making booblehead(which involved seeing only part of the body as huge + extra animations) wasn’t an issue….

Adding option to see asuras in human size is, eh? Howwwwwwwwwwwwwwwwwwwwwwwwwwww??

All is Vain~
[Teef] guild :>

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Posted by: Prysin.8542

Prysin.8542

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

THIS is very proof that they don’t read any suggestions we post, i know out of my head quite few i saw on this forums over the year at least…HOW COULD YOU MISS IT?

So, making booblehead(which involved seeing only part of the body as huge + extra animations) wasn’t an issue….

Adding option to see asuras in human size is, eh? Howwwwwwwwwwwwwwwwwwwwwwwwwwww??

could go anime style though. IE; you loudly scream what you are doing, right before attacking. Would require them to hire some dedicated voice actors, and maybe make some captions for hearing impaired users, however lame it would be, it could work.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Cynz.9437

Cynz.9437

I understand the scale issues; just making sure there weren’t some misconceptions flying around. Most melee attacks have pretty large hit areas to make the game feel better with latency. I believe they’re bigger than the animations show for every race/scale. Especially to the sides.

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

THIS is very proof that they don’t read any suggestions we post, i know out of my head quite few i saw on this forums over the year at least…HOW COULD YOU MISS IT?

So, making booblehead(which involved seeing only part of the body as huge + extra animations) wasn’t an issue….

Adding option to see asuras in human size is, eh? Howwwwwwwwwwwwwwwwwwwwwwwwwwww??

could go anime style though. IE; you loudly scream what you are doing, right before attacking. Would require them to hire some dedicated voice actors, and maybe make some captions for hearing impaired users, however lame it would be, it could work.

would require more effort and money to implement than just “oversized” option

All is Vain~
[Teef] guild :>

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Norn/Charr mesmers is a huge issue too, in that they clutter up everything. Need an option where everyone is a human of normal size.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: anzenketh.3759

anzenketh.3759

I can’t think of a way to fix this off the top of my head without plastering ground decals all over the place or somehow making streak effects better show the attack arc. Any other ideas?

I can’t believe you are actually saying this. So this means that after almost 2 years, one of the biggest problems of GW2 PVP hasn’t even crossed the devs’ minds. It’s an easy fix, give the players the option to normalize models of every race to human size. Should have been fixed 1 week into beta. No wonder this game isn’t going esports

It has crossed their mind they just have not thought of a good solution yet. No having everyone display as a human is not a good solution. It also has it’s problems. Mainly having to do with customization a big part of this game. I think plastering ground decals all over the place or somehow making streak effects better show the attack arc is the best solution. But it has it’s problems with effect clutter.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

I consider this a different problem than the readability of Asura animations. Yes, they could be fixed in the same way with many of the solutions the players have suggested. However, all melee attacks hit outside the visible animation for all races. That specific problem is not easy to solve because it is a product of us trying to create fluid combat.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)