Something That Kills Immersion Totally For Me And Feels Really Bad. Read Inside

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When my character, let's say a lvl 1 rogue, uses his damaging ability, the character animation attacks twice. Normally this wouldn't be so bad, but the damage numbers (and loss of life on the mob) appears on the first hit instead of the second. This makes it feel like the second attack of the animation is completely useless. Why would the character attack twice if the damage appears instantly? It feels stupid and really bad because the 2nd animation is pointless. It ruins the WEIGHT of the ability and it doesn't feel satisfying.
And I know the developers understands this concept because the lancer's first ability has a small delay for when you press it until the damage shows up because it makes sense for the damage to appear at the same time as the actual animation strike hits. Why would you give Lancer this level of detail but not rogue or samurai?

So these issues aren't as bad (seemingly) on lancer, but on rogue and samurai, it is terrible. Samurai pretty much ONLY has abilities that has 2 attacks in the animatinon, and the damage appears on the first hit on all of them.

This COMPLETELY ruins immersion for me and for many others also. I cannot believe this game has been out for 10 years without this getting fixed.

My suggestion is to make 2 separate damage numbers appear for each individual animation in the ability, or make the damage appear at the end of the animation where it makes sense instead of at the beginning.

As Kevin Jordan, lead designer of WoW classic and Burning Crusade says, and Steven Sharif, lead designer of Ashes of Creation says, nothing is more important in an MMO than the feel of combat and it feeling responsive and fluid.

The combat in this game for the reason above alone makes it feel very bad to the point where I'm having a hard time enjoying the game. I don't have very many complaints outside of this though but this is a BIG one.

I really hope this gets read by someone who can make a difference in the game, especially since the fix to this must be extremely simple to implement.
Imagine using Cloud's level 4 limit break in Final Fantasy 7 and having all the damage appear at the start of it instantly, as opposed to having 9999 show up on each strike. You would end up looking at him go berserk without any actual real impact. I don't think I need to explain to you why they didn't go with that design 23 years ago when they made FF7. That's what this feels like.

Thank you for reading and understanding.

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