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Originally Posted by Nino I've been fairly vocal about trying to get the animations improved and changed as needed. One of the things that people couldn't stand was the 'shout' animation that looked bad and lasted way too long. In the next art push we have six new 'War Cry' animations of varying lengths and styles to replace the shouts. I've reassigned them to the Warrior, Dread Knight, and Paladin already, but you won't see them until we patch the files. We also added a very simple blow gun animation for the Rogue. The Rogue has several blow dart abilities that were being tossed at the target. Now it looks much better. I realize these are little changes, but hopefully they add up. We could still stand to do a pass on removing some of the pauses and trimming some of the dead space in our weapon swings, but it isn't the first priority right now. We are still creating NPCs at a constant pace and the animation people are busy. We have a dozen or so new creatures coming with the next push; some cool stuff. |
I dont know if its planned in the upcomming rogue changes. But some of the rogue animations are so delayed it really does make it hard to play the class sometimes. Again, I dont know if its intended, but playing a rogue, its necessary to time your attacks around your auto attacks. The easiest way to do this is by watching the animations.
The worst offender at the moment is Shank. Which is a shame, because its actually usable now with the changes. You cast shank and you get a big freeze up and no animation updates for a few seconds, then a burst of numbers on your screen. It would be good if this could be looked at because timing abilities from your combat log isnt much fun. A blow dart animation for some stuff is nice. But I'd much rather prefer more focus on animations that keep pace with combat.