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  1. #101
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    Quote Originally Posted by Requimortem View Post
    Unlike Holy Paladins, Warlocks have been screwed over since the moment Warlords of Draenor arrived and it's only gotten dramatically worse since then. If any class is deserving of new animations, it's Warlocks.
    Haha. hahahaha. hahahahahahahah. Oh wow people love playing the victims on this website. Good lord. It's totally like they didn't get new Demon Models, Overhauls to their class/resources or anything.

  2. #102
    Quote Originally Posted by Darth Dracula View Post
    Haha. hahahaha. hahahahahahahah. Oh wow people love playing the victims on this website. Good lord. It's totally like they didn't get new Demon Models, Overhauls to their class/resources or anything.
    Yeah, because we asked for a shitty overhaul that made Demonology nigh impossible to enjoy and weak with the exception of a few specific situations? Or that it took them months to fix Destruction so it's at least somewhat viable? Or removing an awful idea (Soul Effigy) that they already tried once before on Mages (Prismatic Crystal) and replacing it with something useless (Death's Embrace)? Or "new" models for demons we never get to use because Blizzard insists on forcing us to use specific ones? If you're going to be an idiot, find someplace else to do it.

  3. #103
    Quote Originally Posted by Darth Dracula View Post
    Haha. hahahaha. hahahahahahahah. Oh wow people love playing the victims on this website. Good lord. It's totally like they didn't get new Demon Models, Overhauls to their class/resources or anything.
    New demon models of which you only ever get to see 1, since every spec is pidgeonholed into using 1 pet, overhauls to our class and resource that NOONE was asking for and that were only done to accomodate giving Meta to Demon Hunters. I'm fine with waiting a bit for the new animations, but Locks got 0 response to their alpha/beta feedback and we started the expansion as a broken mess, Demo is still unplayable.

  4. #104
    Quote Originally Posted by chaud View Post
    Patch 7.3 New Combat Animations: It’s Magic!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    With patch 7.3 on the horizon, we thought it was time to share some updates to combat animations for several casting classes. Similar to what we did with the melee classes at the launch of Legion, these updates are all about priests, mages, Restoration and Elemental shaman, and some additional refinements to Restoration druid casting animations! We’re also continuing to work on even more enhancements for additional classes at a later point in development.

    A little over two years ago, we set our sights on revamping combat animations. The team has wanted to renovate it somehow, but what exactly does that mean? To determine the answer, our development leadership put together a small group of people to come up with a prototype of what we thought could use some cleaning up. You are currently experiencing the fruits of this work with the new melee animations. Our final goal was to create new melee moves that would make the game feel better, but not change how the game was played. During this prototype phase, we also came up with a plan for casters, but didn’t have time to put it into production until now. Let’s dig into some of the things we did.

    WoW has grown a lot over the last decade, and after we took stock of our combat pacing, it was clear that we needed to deliver a much tighter and more responsive experience for every button you press. Back in the days of simply chain-casting Frostbolt, it didn’t really matter how much time it took your character to go from precast to missile launch. Today, you have a suite of spells at your fingertips where cast times have sped up and split-second decision making is key. To help the way the game is currently played, we wanted more timing consistency.

    Keeping this split-second decision making in mind for the new cast animations, we found a sweet spot between game play responsiveness and striking, weighty animation. The punchiness of our new animations were working so well, we decided to revisit our original cast animations with a fresh eye on what we had learned—while keeping the style and uniqueness of the classic cast animations for every race. The only thing we touched was the time it took to hit the cast pose since, in the live game, each race’s cast timing is different. This ensured that every spell cast with our new class animations or our iconic racial animations had the same punchy and responsive feel.

    Ultimately, our main goals remained the same for our next chapter in updating combat; retain the individuality and identity of what came before, pay off epic moments over the course of a battle, and update the game as seamlessly as possible. If we did our jobs right, it should feel as though it has always been this way. Our work should blend into the background so you can focus on melting, smashing, cursing, crushing, igniting, stabbing, purifying, and exploding your foes into unfathomably tiny bits. - Adam Kugler, Lead Class Designer

    With animation, the first things you might notice are all new caster ready idles. Currently, after you cast a spell, the character goes back to their stand animation. For this revamp, we wanted to create distinct idles that conveyed the personality of the caster much like how a melee class does while holding two swords or a giant, two-handed axe. This was tricky since class fantasy is very personal and no two people have the same idea on how a mage or shaman should stand.


    We also looked at what we could do with spells that had a cast time. Currently, directed and omni (area of effect) spells loop as the spell builds up before firing. These are distinct animations we had no intention of removing, but to fit the idea of a spell building up, we thought a strong, progressive motion showing the character pulling magic from the ground or gathering it from the air would look cool. So that’s what we did with the new precast animations. Again, class fantasy was a factor with this—how exactly does a shaman pull magic from the ground?

    <iframe width="853" height="480" src="https://www.youtube.com/embed/9j5-ZXItHpw?rel=0" frameborder="0" allowfullscreen></iframe>

    We also created a bunch of quick, single-handed animations to add variety to instant spells. These look especially neat as you run around casting with your right and left hands. Beefier spells now have stronger straight arm moves, while curses fire with a flick of the wrist. - Kevin Rucker, Senior Animator

    <iframe width="853" height="480" src="https://www.youtube.com/embed/ITnk3WLAIxI?rel=0" frameborder="0" allowfullscreen></iframe>

    The next step for revamped animations was revamped spell effects to go along with them! This was a tricky undertaking, especially for iconic spells. The goal was to pay homage to the original—but in some cases, we needed to completely reimagine the spell. It gave us a chance to define what each kit of magic should look like and with higher fidelity than what was possible in classic WoW. With that in mind, we aimed to work our way towards snappier, more modern spell effects without trampling too much on sacred ground. Overall, we needed the combat for casters to look and feel more exciting and rewarding while keeping a unique visual identity for each class and spec.

    For example, with the Blizzard spell, we kept all the same elements of the original, but brought them in line with more modern effects. We also defined what makes this frost mage-like (wispy, magical, precise) as opposed to shaman frost (naturalist, elemental, realistic) or death knight frost (bitter, aggressive, sinister). This is a good example of an homage spell, where we wanted to keep the intention of the original spell.

    <iframe width="853" height="480" src="https://www.youtube.com/embed/fSEGGgvN_8U?rel=0" frameborder="0" allowfullscreen></iframe>

    With Arcane Missiles, on the other hand, we reimagined what it could look like. We kept the iconic structure of five bursts of four missiles, but got creative with the rest. What should a mage’s Arcane magic look like? Chaotic firecracker-like sparkle explosions? We think so!

    <iframe width="853" height="480" src="https://www.youtube.com/embed/i2nFMCg_GDg?rel=0" frameborder="0" allowfullscreen></iframe>

    The effects revamp effort was all about the balance between paying homage to the original feel and reimagining everything. How do we breathe new life into each spec, but make sure we retain the core identity? How do we build a tighter, more cohesive class fantasy around spells players have been casting for 12+ years? How do we make sure all these fancy new effects don’t tank your graphical performance? It has been a long, careful balancing act between what we, as artists, want it to look like and what you, as players, want it to feel like. We’re psyched about how it turned out and we hope you’re equally psyched to run around casting your improved spells! - Sarah Carmody, FX Artist

    <iframe width="853" height="480" src="https://www.youtube.com/embed/1yu-rr3HHYg?rel=0" frameborder="0" allowfullscreen></iframe>

    We hope you enjoyed this behind-the-scenes look at the new caster visual updates. We had lots of fun creating all these animations and effects and look forward to hearing your thoughts on them.


    Casters should have race-based idle animations instead of class-based ones. Just like melee ones do.

  5. #105
    The Unstoppable Force Super Kami Dende's Avatar
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    Quote Originally Posted by Requimortem View Post
    Yeah, because we asked for a shitty overhaul that made Demonology nigh impossible to enjoy and weak with the exception of a few specific situations? Or that it took them months to fix Destruction so it's at least somewhat viable? Or removing an awful idea (Soul Effigy) that they already tried once before on Mages (Prismatic Crystal) and replacing it with something useless (Death's Embrace)? Or "new" models for demons we never get to use because Blizzard insists on forcing us to use specific ones? If you're going to be an idiot, find someplace else to do it.
    SO your literal complaint is "BECAUSE I DON'T LIKE IT, WE HAVE BEEN SCREWED!!" Nice work kiddo

  6. #106
    Quote Originally Posted by Darth Dracula View Post
    SO your literal complaint is "BECAUSE I DON'T LIKE IT, WE HAVE BEEN SCREWED!!" Nice work kiddo
    If it was only me, you might have a point. When it's the majority of the class? Well that's you being ignorant. Which in all my encounters with you that has always been the case so this is hardly surprising.

  7. #107
    Looks awesome! I look forward to these hitting live.

    Also, I really hope they give flails their own attack animation. Would like to see if they got something planned, considering flails were just recently introduced to the game.

  8. #108
    Quote Originally Posted by Requimortem View Post
    If it was only me, you might have a point. When it's the majority of the class? Well that's you being ignorant. Which in all my encounters with you that has always been the case so this is hardly surprising.
    It's the VOCAL members of the class which don't like the changes, not everyone (just playing devils advocate here, get tired of all the "everyone who plays say X about the class" when the only people they have heard that from are other vocal people. Not everyone expresses their opinion openly (my job role has taught me this very quickly!!!!!)

    In regards to the animations, I think they are long overdue. Warlocks I recall were mentioned at the beginning of all these changes of being delayed due to the animation changes they want to make taking more time. I dare say these will come out with monk and paladin updates as well, which as a caster/melee hybrid probably need more work to make the animations flow (enhancement has a simile issue as well but shaman animation seems to work well with this).

  9. #109
    Quote Originally Posted by LeftyDPS View Post
    It's the VOCAL members of the class which don't like the changes, not everyone (just playing devils advocate here, get tired of all the "everyone who plays say X about the class" when the only people they have heard that from are other vocal people. Not everyone expresses their opinion openly (my job role has taught me this very quickly!!!!!)

    In regards to the animations, I think they are long overdue. Warlocks I recall were mentioned at the beginning of all these changes of being delayed due to the animation changes they want to make taking more time. I dare say these will come out with monk and paladin updates as well, which as a caster/melee hybrid probably need more work to make the animations flow (enhancement has a simile issue as well but shaman animation seems to work well with this).
    I didn't say everyone.

  10. #110
    They did not need to change arcane missiles. They needed to make arcane blast look more interesting and to have a visual you could actually see.

  11. #111
    With regard to PVP, it would make more sense put focus on beautiful dying animations, as you can rarely cast anyway.

  12. #112
    I have to say although I do LOVE the input and casting animations - they animate so much better and clearly monopolise an excellent rig system that they input when they increased the races polygons... But I have to say I will miss the old ways of doing things too. I hope they decide to redo them for a few spells!

  13. #113
    Quote Originally Posted by Haajib View Post
    So warlocks gets the middle finger, and a kick to the face?
    Yes, "hey there are the awesome new animations for all the casters... except for warlocks, they dont deserve them"

  14. #114
    Quote Originally Posted by Shandalar View Post
    Yes, "hey there are the awesome new animations for all the casters... except for warlocks, they dont deserve them"
    I imagine they will roll more out along the line. Who knows 7.4 or finish them all up for 8.0?

  15. #115
    Awesome! Subtle but nice to see them doing a bit of house keeping.

    Look forward to any Warlock ones in future for my main, but step in the right direction!

  16. #116
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    Druids and most casters wave their arms around like backup dancers now. Priests are adhd kids hopping up and down. Orcs slouch all the time and suddenly get upright like a draenei only until they are done fighting. Good bye race identity.

    I cannot understand how anyone likes these, they are objectively terrible. Hope we can at least have an option keep the better old ones, but doubt it. Stop fixing what ain't broken.

  17. #117
    Deleted
    Quote Originally Posted by Hyral View Post
    Druids and most casters wave their arms around like backup dancers now. Priests are adhd kids hopping up and down. Orcs slouch all the time and suddenly get upright like a draenei only until they are done fighting. Good bye race identity.

    I cannot understand how anyone likes these, they are objectively terrible. Hope we can at least have an option keep the better old ones, but doubt it. Stop fixing what ain't broken.
    This. I just made an account to agree with you. I dont know how anyone can look at this and say they are better, it just makes me sad to think now I cant play neither melee nor casters anymore... thanks to pointless "upgrades".

  18. #118
    1H one looks like they are trying to fire a Hadouken and failing at it.

  19. #119
    Quote Originally Posted by newanimationsarenotok View Post
    This. I just made an account to agree with you. I dont know how anyone can look at this and say they are better, it just makes me sad to think now I cant play neither melee nor casters anymore... thanks to pointless "upgrades".
    "I just made an account to agree with you" translates to "I'm actually this person but I'm going to pretend I'm not and people are totally going to believe me".

  20. #120
    Deleted
    God warlock players are such fucking crybabies

    Do you realize that they already told you that you will get wrl animations later?

    Dude, ask any ele shammy if he wants better numbers or better animations and 99% of them will choose buff.

    Stfu and wait for you turn, gosh.

    @Topic

    I like them. Alot.
    Priest animations are amazing.
    Mage ones too (especially frost)
    I really like lavaburst but I'm not sure if chain lightning casting animation (and spell animation itself) should be the same as lvb

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