(edited by Wargameur.6950)
Like, if the Stun and Uppercut could hit up to 3 Targets in the same radius as melee weapon skills, or if the skill suddenly did a ton of damage. Even Dancing Daggers and Thieves Guild will probably see more use than Impact Strike in its current state.
Correct me if I’m wrong but in pvp, Impact strike on a light armor golem take away half his life, that’s already a ton of dammage.
Hey !
I tried to resurrect the gw1 necro minion master thanks to the “rise” shout from the reaper and the death magic traits especially “death nova”. I tried it in the hinterland since mobs have the habbit to pop everywhere all the time.
here are some screenshots:
As far as I know I could summon 11 shambling horror + the flesh golem + the bone fiend at the same time. Beta players couldn’t equip the liche rune in pve so I think there is room to more minions. The main concern is finding new ennemis all the time.
since the minions are not generated through bodies I think that with a 5-6 necros team you can generate a real army ! 30 minions at the same time would be awesome.
the moment they explode is quite fun with all the poison field everywhere as well ^^.
Edit: The reactivity of the minions is awesome, thanks for fixing that Anet!
(edited by Wargameur.6950)
At the 6 minute mark, he demonstrates a baseball swing that utilizes the entire length of the staff, which is something a thief would want to take advantage of when wielding a bo staff. Specifically, look right at 6:14. See that little backwards hop he does after the swing? Imagine that, but with greater distance covered. Now he ends that technique with one last strike, but the movement of the swing could easily flow right back into a behind-the-back stance like I’ve shown in an earlier post.
That would look worlds better than what we have currently.
I agree, that’s the sort of animation that would look great and add diversity to the staff style. The concept is already used by the way, when you are in stealth and you knock down the oponent with the first skill ( this animation is great, I forgot to mention it in my first post, sry Anet). We definitely needs more animations like that.
Recycling the hammer animations for these movements is not the way to go when making a fighting style that’s supposed to be convey extreme agility and nimbleness. The hammer animations invoke a sense of weight towards the head of the weapon, as if they’re lugging around a massively heavy hammer, not a lightweight bo staff.
In my opinion that’s the only skill where it is perfectly in sync with the skill itself ( i’m not talking about the use of the skill the main feedback is full of opinions on that ) the daredevil put his staff’s head in the ground which is resisting. That’s why it is convincing for me as an animation.
If you’re talking about skill 4, Dust Strike, then I only somewhat agree with you. Yeah, of all the recycled animations, that one is more or less an okay fit for the skill. But I’m still bothered by the big, slow, lugging shovel swing. It still feels like there’s no finesse or grace to it. Scooping dirt up at your opponent like that is a very viable technique, especially for a thief. But again, to fit the theme of an agile fighter, it should move more swiftly. Maybe add a quick spin before the actual strike to increase the velocity of the staff for when it kicks up the dirt, you know? Have them lift a leg at the end of the swing, too.
Kinda hard to describe in words and I know this picture isn’t the most accurate example of what I’m thinking of, but it’s the best I can do for now. Maybe I’ll do some sketches later on to provide a better picture…
I understand your point. As a master of fluid staff techniques it doesn’t fit very well.
Maybe they could do it that way ( but with the staff of course ) :
(put the video at 3:40 to see what I mean)
Recycling the hammer animations for these movements is not the way to go when making a fighting style that’s supposed to be convey extreme agility and nimbleness. The hammer animations invoke a sense of weight towards the head of the weapon, as if they’re lugging around a massively heavy hammer, not a lightweight bo staff.
In my opinion that’s the only skill where it is perfectly in sync with the skill itself ( i’m not talking about the use of the skill the main feedback is full of opinions on that ) the daredevil put his staff’s head in the ground which is resisting. That’s why it is convincing for me as an animation.
it is not shovel animation, it is conjured ele lightning hammer animation (don’t emember the number)
agree with thread overall though…..
In fact it’s both ^^ But since the hammer was designed before the shovel, I apologize for that small mistake I made
Here, my ele and my ranger with shovel in the exact same position.
Edit: now I wonder how many animations where reused through the whole game…
(edited by Wargameur.6950)
It works, I had my doubts too so I tried to interrupt this the steal only and the dammages are here (since daze doesn’t do dammage) it’s like ~1k. It’s not realy visible because you can’t critical hit on it so the numbers are not high-lighted.
Hey !
I wanted to make a different thread about the daredevil animations instead of doing it in the “[daredevil]-Feedback” thread which I feel is more mechanics oriented.
I tried my best to make new propositions for animations I didn’t like instead of just saying “this one needs a rework”.
Staff Strike & Staff Bash:
- The animation while standing is a large rotating movement and this is great ! But while moving that large movement disappears and all we have is a little swing without much impact.
I think it would be better if the movement started from further at the back and ended further on the side while moving.
Punishing Strike :
- The animation doesn’t fit the profession at all. I can understand the way it looks on the Revenant’s staff ( surge of the mist is not that different to Punishing strike ) because it is a “magic of the mist” oriented theme and the whirling in the air is plauseable, but the daredevil is not magic oriented.
- The name of the skill is “Punishing strike” and I would have loved to have the feeling that it is really effective like a heavy blow or a succession of staff thrusts ( as an exemple the animation of lotus strike feels really heavy and could deserve the name “Punishing strike” ). What we have for the daredevil is a passive move without that “powerful” feeling.
Vault and Bound
These are my biggest disappointement.
The current animation is something like that:
http://i.imgur.com/macUiOs.png?1 (it’s the first picture in the attachment)
the description tells us this : leap into an area, and deliver a massive blow to the ennemi. I agree with the “deliver a massive blow to the ennemi” part of the animation but the “leap into an area part” is more a “fly up into the sky”. I understand the concept of “I jump really high and the landing has so much energy in it that it blows everything”. But do you need a backflip to do that ? And on the top of it a strange balance shifting before falling vertically because otherwise the “massive blow” part is off?
Why not simply do a front flip:
http://i.imgur.com/1pICS2o.png?1 (it’s the second one in the attachment, I’m not really good with inserting pictures)
Here we have a smooth curve. The overall balance is not broken like the current one and it fit the end of the animation too. And the big advantage is that you already have that kind of animation ready. the zephyrite purple cristal that gives you that crazy jump in Dry Top.
could you tell me why you made those animation choice for vault?
I am well aware of the time one have to spend to make an animation. It pains me a little to see that one of the few new and not reused animations looks bad when I know that you can make wonderful and fluids animations like the thief already have.
To finish with a positive note, I really like the other animations. I find the reuse of the greatsword and the shovel animations ( especially the shovel ) really clever and efficient.
I hope, my comments where constructives and usefull to you.