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Regarding Aboleth Weapons

teflons7teflons7 Member Posts: 78 Arc User
This is a quote from one of the newest devblogs that was posted:

"Mastery was a core concept when I worked on designing the tyrannosaurid family. I worked hand-in-hand with our animator—Ben Norcross—to make sure every power had a unique animation tell that really sells the forthcoming attack. None of the powers will feature area of effect indicators, so keep your eyes on your opponent."

I haven't heard anything about fixing/changing the Aboleth weapons to prevent the ridiculous dance that some mobs get into when being hit. Heck, I haven't even heard anything that confirms it's a "bug" and not a "feature". Based on the above quote, something MUST be done about it. At best, it looks absolutely stupid; at worst, players can't avoid attacks because in place of a tell, there's a dance that occurs instead of attack animations. I'm sure Ben Norcross, and any other dev that handles animations, doesn't like his hard work being covered up and overridden with these weapons. PLEASE help out your fellow devs and the player base by fixing this so we can actually see the animations.

@nitocris83 @terramak
Evolvent

Tre'Huggar - 70 HR
Beefthor Battlebeard - 70 GF
Beefer Sutherland - 70 CW

Comments

  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User
    Anything under the effect of the Abolethic Dance should not be able to attack in any way.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • teflons7teflons7 Member Posts: 78 Arc User
    While I can see how that would be a good thing for us as players (it would essentially make the mob dazed), I'm not sure I'm prepared to make that trade-off. The "Abolethic Dance" just needs to go; I really find it that stupid and distracting. Who out of the devs actually said, "hey, look at this; the players will LOVE it!"? I mean it when I say they intentionally HAMSTER on the animators' work if this was truly intended. Just make it into a DOT and be done with it, imo.
    Evolvent

    Tre'Huggar - 70 HR
    Beefthor Battlebeard - 70 GF
    Beefer Sutherland - 70 CW
  • lantern22lantern22 Member, NW M9 Playtest Posts: 1,111 Arc User
    Ahh so that's what that is. I wasn't sure if the mobs were having an epileptic fit or whether the game engine had crapped itself.

    yeah, I agree, I don't like it

  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User
    It is caused by Impending Death.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • iandarkswordiandarksword Member Posts: 978 Arc User
    In 2-3 modules they'll be obsolete. Just give it time...
    "I don't know, I'm making it up as I go..."
    Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
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  • teflons7teflons7 Member Posts: 78 Arc User
    etelgrin said:

    In 2-3 modules they'll be obsolete. Just give it time...

    in fact, they will faster become obsolete than fixed lmaoing my hamster off :lol:
    LOL, unfortunately, this is almost certainly what will happen.
    Evolvent

    Tre'Huggar - 70 HR
    Beefthor Battlebeard - 70 GF
    Beefer Sutherland - 70 CW
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