PDA

View Full Version : Spell FX Revamp Update Feedback


Hemophobe
09-17-2010, 03:47 PM
<p>Hello Everyone,Thanks for all of your feedback, we are reading every post and updating the visuals where we can.  Almost every class has been tweaked and adjusted, too many to name them all but here are the highlights.Many sounds have been restored to what you had before the revamp.  Dirges and Troubadors should sound much more familiar now.Many of the casting and combat animations have been restored.  Fighter and Scout issues where the weapons were sheathing and unsheathing should be fixed now.  Will check on mages and priests next.Notes will now persist for Troubadors on Daelis’ Dance of Blades and for Dirges on Hyran’s Seething Sonata.The following spells have been updated to look and sound more like they used to:</p><p>Wizard:   Fusion, Ro's BladeCoercer:  Stupefy, VelocityWarlock:  RiftShadowKnight:  Grave SacramentThere are many others so please check your classes and let us know what you think.Please continue to post your feedback in the following format to help us expedite any future changes:Class Name:Spell Name:Comment:Thanks again for your feedback!</p>

EQPrime
09-17-2010, 03:53 PM
<p>Templar</p><p>Holy Intercession and Vital Intercession</p><p>Please restore the sword/shield icon above the target's/targets' head(s).</p><p>For Dirge, why did you choose Hyran's Seething Sonata for the notes?  That's the hate buff.  Shouldn't it be on the dirge's self buff or on a fluff spell maybe?</p>

Dreadpatch
09-17-2010, 04:16 PM
Yay, I haven't see velocity on test, but if it's more like it's old affect, will be one happy coercer.... I loved that one.

Zutan
09-17-2010, 04:22 PM
<p>If you insist on having some persistent spell effects (including bard ones) please allow us a way to turn them off without disabling ALL spell effects.  I cannot stand persistent effects but I do like to have spells on (I like most of the 'new' spell effects)</p>

Barx
09-17-2010, 04:25 PM
<p><cite>Zutan wrote:</cite></p><blockquote><p>If you insist on having some persistent spell effects (including bard ones) please allow us a way to turn them off without disabling ALL spell effects.  I cannot stand persistent effects but I do like to have spells on (I like most of the 'new' spell effects)</p></blockquote><p>Agreed. I know it's not necessarily your work to do that Hemophobe, but persistent spell effects (like the bard notes) really should have a checkbox to disable just them.</p>

Thistleknot
09-17-2010, 04:59 PM
<p>Anyone with a pally on test able to tell me whether our group heal looks like a heal again, instead of a buff?</p><p>(I wish I remember which buff had the heal-casting animation too, but I don't remember)</p>

Valentina
09-17-2010, 05:07 PM
<p><cite>Hemophobe wrote:</cite></p><blockquote><p>Warlock:  Rift</p></blockquote><p>I hope this is a fusion of the old and new, as I really liked the yellow 'rift' look, and just thought the rocks falling to earth should be larger than pebble-sized, (as they used to be).  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Nevao
09-17-2010, 05:16 PM
<p>Just made a pass on the brigand abilities and they look a lot better for the most part. There a few that seem "weaker" graphic wise but then I realized they were in fact the weaker spells. That said:</p><p>Class: Brigand</p><p>Spell: Dispatch</p><p>Comment: This spell is just as important, and class defining, as Dispatch and Muderous Rake but of the three it has the weakest graphic. Would it be possible to get the same kind of mid body cloud effect as the other two but just a different color?</p>

Xalmat
09-17-2010, 05:20 PM
<p><span>Class Name: ConjurorSpell Name: Crystal BlastComment: I miss the sword, but I don't mind the new graphic. However I would love it if the sound effect was changed back to the old way. The sound of glass shattering is annoying.</span></p><p><span>Class Name: ConjurorSpell Name: Blazing AvatarComment: The new graphic is fine. However I want the sound effect changed back to the lion's roar.</span></p><p><span>Class Name: Conjuror and NecromancerSpell Name: Vampire BatsComment: Having the bats stream out one at a time isn't as cool looking as having them <em>all</em> fly out and attack at once.</span></p><p><span>Class Name: ConjurorSpell Name: Earthquake and Shattered EarthComment: Visually you can't tell these two apart. Earthquake should radiate out from the Conjuror and not the recipient of the spell, and in a different color to distinguish.</span></p><p><span>Class Name: ConjurorSpell Name: Ice StormComment: The particle effect on this is weak. I miss the old "Encase your target in ice crystals" effect.</span></p><p><span>Class Name: ConjurorSpell Name: Heal ServantComment: Depending on if the pet has a particle effect or not (Such as Fiery Magician VI at Master rank) you cannot see the heal effect at all.</span></p><p><span>Class Name: ConjurorSpell Name: CommunionComment: Compared to prior to the update, the casting animation is pretty weak looking and hardly an impact at all.</span></p><p>Class: Wizard, Warlock, Conjuror, Necromancer, Illusionist, CoercerSpell Name: Absorb MagicComment: The visual on this spell is barely noticeable at all.</p><p><span>Class Name: ConjurorSpell Name: Call of the HeroComment: The player's casting animation stops too soon, and should continue on until the spell actually completes.</span></p><p><span>Class Name: ConjurorSpell Name: Defensive HavenComment: I don't like the new effect. It doesn't have any visual oomph at all.</span></p><p><span>Class Name: ConjurorSpell Name: Earthen Avatar, Fiery Magician, Aery HunterComment: Like Call of the Hero, the player's casting animation stops too soon, and should continue on until the spell actually completes. And all the visual effects for summoning the pet should appear directly in front of the summoner, since that's where the pet will be appearing (and not at the summoner's feet)</span></p><p><span>Class Name: ConjurorSpell Name: Fiery MagicianComment: Rocks should not appear at the base of the Conjurors feet when summoning a Fire elemental. Instead pyrotechnics should appear.</span></p><p><span>Class Name: ConjurorSpell Name: Earthen AvatarComment: The size of the pebbles at the base of the Conjurors feet are too small.</span></p><p><span>Class Name: ConjurorSpell Name: Aery HunterComment: Rocks should not appear at the base of the Conjurors feet when summoning an Air elemental.</span></p><p><span>Class Name: ConjurorSpell Name: AntagonizeComment: This spell effect is barely noticeable at all.</span></p><p><span>Class Name: ConjurorSpell Name: Minion's InterventionComment: The spell effect really does not indicate this is a death prevention spell.</span></p><p><span>Class Name: ConjurorSpell Name: QuicksandComment: I prefer the old style where casting a "Root" type spell shackled my enemy to the ground. It had MUCH more visual oomph and clearly defined what the spell's purpose was.</span></p><p><span>Class Name: ConjurorSpell Name: Shard of Essence and Najena's Essence SummoningComment: I prefer the old graphic, casting animation, and sound effect.</span></p><p><span>Class Name: ConjurorSpell Name: StoneskinComment: Stoneskin used to literally turn the user to stone for a short duration. Not anymore.</span></p>

Phaso
09-17-2010, 05:25 PM
Copied from the thread I made yesterday to get everything in one place... ---------- Class: Coercer Spell(s): Mesmerize, Pure Awe, Forced Hesitation Control effect spells' (such as Mesmerize) maintained appearances are buggy and won't actually start running in a loop until a second spell is cast, or a previously cast (prior to the control effect) maintained spell on the target expires. As an example, if I simply cast Mesmerize on a target, the initial animation completes and then stops. If I then cast Obliterated Pscyhe on the target, that animation plays, and the maintained/persistent mesmerize animation starts to play and will continue playing until Mesmerize expires. This also happens with Pure Awe (same animation). As an example of the second condition, if I cast Obliterated Psyche on the target, then Mesmerize, the mesmerize animation plays through once and stops. The maintained mesmerize effect will start playing when Obliterated Pscyhe expires, and will continue doing so until Mesmerize expires. Also, Forced Hesitation (and other root spells) should probably be included in a maintained look, though I will admit it's easier to tell visually if something is rooted versus when it's mesmerized, so that's a judgment/performance call. ---------- Class: Coercer Spell: Destructive Mind A big thumbs down on the return of the weird "wince" with Destructive Mind... If you want to make that spell more visually appealing, please come up with something else. Coercers almost always cast this spell on themselves... watching my avatar wince in pain doesn't precisely give the impression that I (or any other target) now has a "destructive" mind, and self-inflicted/group-inflicted pain isn't really in the coercer's repetoire... We're supposed to be bringing the mental anguish to the targets of our spells. Beyond that, when I'm casting quickly this gets skipped over anyway as I've moved onto the next spell. The signature animations here needs to happen up front and fast, and I'd say that's pretty common for most enchanter spells. ---------- Class: Coercer Spell: Medusa Gaze ...Is actually a gaze now which turns the target to stone. Nice effect! ---------- Class: Coercer Spell: Stupefy Not sure a hammer is the best effect here, but it pays homage to the old effect, and it's an improvement over the previous one. Overall, I'm fine with it. ---------- Class: Coercer Spell: Ego Shock I like the added "shock." ---------- Class: Coercer Spell: Velocity The spinning swords are back... ---------- Class: Coercer Spell: Mind's Eye Looks like the Breeze animation was copied over for this, but ok. ---------- Class: Coercer Spell: Various Some minor effect/appearances were added to a few other spells, but they're overall the same.

Neskonlith
09-17-2010, 05:52 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Zutan wrote:</cite></p><blockquote><p>If you insist on having some persistent spell effects (including bard ones) please allow us a way to turn them off without disabling ALL spell effects.  I cannot stand persistent effects but I do like to have spells on (I like most of the 'new' spell effects)</p></blockquote><p>Agreed. I know it's not necessarily your work to do that Hemophobe, but persistent spell effects (like the bard notes) really should have a checkbox to disable just them.</p></blockquote><p><span style="color: #ff0000;">I rolled up a gloomy lil dirge of doom to Test the Hyran's change, and this is what I saw:</span></p><p><span style="color: #ff0000;">No Hyran's</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/Hyransoff.jpg" width="563" height="459" /></p><p><span style="color: #ff0000;">Hyran's turned on</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/Hyrans.jpg" width="565" height="431" /></p><p><span style="color: #ff0000;">I suppose the only change I could suggest is to make the notes more green-brown in colour, so that they might be less obvious.  Less obvious = plausible deniability, as in: <em>"...don't look at me, the tank did it!".</em>  </span></p><p><span style="color: #ff0000;">Hyran's is an angry song designed to provoke the mobs, so I'd be hard-pressed to find something that conveys an impending sense of aggro better than an ominous cloud of green-brown notes wafting from a tank!</span></p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Xalmat
09-17-2010, 05:57 PM
<p>Class: BerserkerSpell: Knee BreakComment: I miss the Judo-kick style animation that we used to have.</p><p>Class: BerserkerSpells: Berserker OnslaughtComment: Considering this Combat Art is a frontal, it doesn't make sense for the spell effect to be a 360 degree effect.</p>

Gungo
09-17-2010, 06:14 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Zutan wrote:</cite></p><blockquote><p>If you insist on having some persistent spell effects (including bard ones) please allow us a way to turn them off without disabling ALL spell effects.  I cannot stand persistent effects but I do like to have spells on (I like most of the 'new' spell effects)</p></blockquote><p>Agreed. I know it's not necessarily your work to do that Hemophobe, but persistent spell effects (like the bard notes) really should have a checkbox to disable just them.</p></blockquote><p>He just needs to make sure its not a group buff but a SELF buff. That way you will only see it ON the bard. Furthermore you can limit buff overload by limiting the number of persistant spell effects per person. </p>

Dreyco
09-17-2010, 06:30 PM
<p>Spell: Masked Strike</p><p>Class: Assassin</p><p>Feedback: The effect is shorter as was requested in feedback before, but it's really hard to see now.  Red is a fine color, but perhaps make the effect a little more pronounced.  You don't have to change the actual -effect-.  Just change the color, or the brightness of the effect.</p><p>----------</p><p>Spell: Paranoia</p><p>Class: Illusionist</p><p>Feedback: The hammer looks ridiculous, honestly.  It never looked right to begin with before the revamp.  I liked the old effect better (Post-Revamp).  I hear that the Coercers got a change done to their stun that fits the description of the spell.  Perhaps try to do the same for thisp articular spell.  I can see how this would be challenging, though.</p>

Javosk
09-18-2010, 01:47 PM
<p><strong>Version Date:</strong> Test 9/15/2010</p><p><strong>Class:</strong> Inquisitor</p><p>- - - - - - - - -</p><p><strong>Ministration:</strong> A definite improvement.</p><p><strong>Fanatical Healing:</strong> I love this, the ethereal hands above the shoulders is a really nice touch. If the spell used the model animation from Fanatic's Faith this would be perfect.</p><p><strong>Penance:</strong> While I don't like the association of armaments with healing, making them red and transparent is a compromise I can live with. The effect on reaction would be great if when struck by an enemy attack, a spark of energy came from the target which then surged back into them. Gives the spell an actual reactive appearance.</p><p><strong>Malevolent Diatribe:</strong> I really liked the ritual movements that this spell had for a while. It's the same motions that the male human Dismal Rage priest does in the Temple of War. I would really love for that to come back as it added a bit of style to the spell.</p><p><strong>Alleviation:</strong> I like this effect. The dark wings are a really nice touch, something I wouldnt mind seeing on other spells.</p><p><strong>Inquisition:</strong> This looks like an amalgamation of effects recycled from other spells. This class defining spell deserves to have something more unique. I would recommend a beam of red light shining down on the target from the sky, simple yet obvious to the entire group. Something similar to the effect from Divine Castigation.</p><p><strong>Incarcerate:</strong> Love it.</p><p><strong>Sacred Armor:</strong> Pretty cool.</p><p><strong>Fanatic's Faith:</strong> I really like the model animation, but the effect seems a bit underwhelming, even mastered.</p><p><strong>Act of War:</strong> I'm fine with this. Could look a bit more forceful considering the spell name.</p><p><strong>Dogma:</strong> Very nice. Love the chalice.</p><p><strong>Fanaticism:</strong> Not a fan of the lion, but I can live with it.</p><p><strong>Tenacity:</strong> A cool counterpart for Sacred Armor.</p><p><strong>Inquest:</strong> The part that is connected to the hand seems a bit too solid. Perhaps increase it's transparency a bit?</p><p><strong>Heretic's Doom:</strong> Nice flame effect! Looks like I would expect.</p><p><strong>Repentance:</strong> Since the icon is a fist, perhaps something with more impact would be better.</p><p><strong>Vengeance:</strong> The red lightning strike from the hand is very cool!</p><p><strong>Smite Corruption:</strong> A bit simple, but I like it.</p><p><strong>Heresy:</strong> Not bad, looks best when used on a lot of enemies at once.</p><p><strong>Forced Obedience:</strong> Ha! Hammer to the head! I like!</p><p><strong>Deny:</strong> I like this effect. Definitly looks like something was being taken from the target.</p><p><strong>Condemn:</strong> The breaking effect is great! Perhaps a better sound could be associated with it to match?</p>

Fival
09-19-2010, 01:16 AM
<p>My main is a dirge and I am really disapointed with the Spell fx revamp as well as the necro and Wizzy I would rather just have the old Fx back.</p>

xpraetorianx
09-19-2010, 03:38 AM
<p><span >Class Name:  CoercerSpell Name: Destructive MindComment: yeah the wince is and was always really wimpy.  For the longest time I thought it was a animation bug..  perhaps using the same kind of effect but finish the animation without the wince and perhaps add a skull or even a brain graphic in the front of the player where the hands are that could shatter or burn up.  But yes, the animation always looked incomplete.  Being named Destructive Mind definitely needs some kind of explosive particle effect along with it.  </span></p>

Chefren
09-20-2010, 03:35 AM
<p><cite>Uguv@Mistmoore wrote:</cite></p><blockquote><p>For Dirge, why did you choose Hyran's Seething Sonata for the notes?  That's the hate buff.  Shouldn't it be on the dirge's self buff or on a fluff spell maybe?</p></blockquote><p>This does feel strange yes - after all its the Dirge that does the singing? Troubs got it on the self buff which is fine. Fluff spell would probably have been the best option but if its on the self buff at least the notes will stay on the Bard only.</p>

isest
09-20-2010, 10:33 AM
<p><cite>Hemophobe wrote:</cite></p><blockquote><p>Hello Everyone,Thanks for all of your feedback, we are reading every post and updating the visuals where we can.  Almost every class has been tweaked and adjusted, too many to name them all but here are the highlights.Many sounds have been restored to what you had before the revamp.  Dirges and Troubadors should sound much more familiar now.Many of the casting and combat animations have been restored.  Fighter and Scout issues where the weapons were sheathing and unsheathing should be fixed now.  Will check on mages and priests next.Notes will now persist for Troubadors on Daelis’ Dance of Blades and for Dirges on Hyran’s Seething Sonata.The following spells have been updated to look and sound more like they used to:</p><p>Wizard:   Fusion, Ro's BladeCoercer:  Stupefy, VelocityWarlock:  RiftShadowKnight:  Grave SacramentThere are many others so please check your classes and let us know what you think.Please continue to post your feedback in the following format to help us expedite any future changes:Class Name:Spell Name:Comment:Thanks again for your feedback!</p></blockquote><p>OK well, I logged into test today to give these a try.  I have to give you an A+ for troubador, and for Shadow Night.  However Wizard and Warlock still need some work see screenshots and comments/sugestions.</p><p>I have to give you a thumbs up on Shadowknight:Grave Sacrament  it is a step on the right direction.  Thank you for that one.  I also have to thank you for adding back my persistant notes to my trouby I can live with the fact they are all blue now.  But at least I have them and they are very very nice to have back.</p><p>Now here is the feedback on the other two of my pet peeves. Just my feedback not anybody else's  Can we please get a rollback to the original spells on these two updated spell please!   I think they are kind of steps in the right direction but they are not quite right still.  I posted screen shots for you to look at so you can see what I am talking about and my reason for asking for them to be rolled back.</p><p>Class Name: Warlock Spell Name: RiftComment: Put the original back or remove the yellow from the ground see comments and screen shot of reason why.</p><p>Warlock: Rift  Yes I see the updated effect.  More pebbles and more yellow coming out of the ground???  This is nothing like the original.  Can we not just rollback rift to the original please.    Do you see how that neon yellow washes out my screen?  I can barley see myself much less the target.  I could live with this if you would tone down the yellow coming out of the ground to where it does not wash out my screen.  At least there's is tons of pebbles now,  I would still prefer the boulders.  OH and that one boss in the hole over in the rat area still uses the old rift.</p><p>Here is the screenshot please look at the yellow and how it washes out my toon and partiayl the target. This is the main issue I have with it now. please remove the yellow comming out of the ground.</p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000029.jpg" width="1024" height="602" /></p><p>Wizard: Magma Chamber while it was not listed in your notes it use to have this hammer fly across the screen and boom. It would be nice to have it back.</p><p>Wizard: Ro's Blade,  well I see the swords added back, however they are very small and hard to see,  As you can see the blade is big as my rats leg, that is sad need to be as big as the body. Sugestions make the blades a lot bigger, think about this now this toon is a ratonga and you can see the blades are like 1/3rd the size of that toon.</p><p>Here are the screenshots for ro's blade and why I say that look right behind the leg you can barley see a red sword.</p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000033.jpg" width="1024" height="602" /></p>

Javosk
09-20-2010, 08:06 PM
<p>I would -not- like to see that hammer come back for Magma Chamber. A big flying hammer has nothing to do with a chamber of magma... Not even close... Ideally, I think it should be a thick column of fire from the ground that stays around the mob for the duration of the stun. THAT is a magma chamber.</p>

Dreyco
09-20-2010, 08:58 PM
<p>Isest:  Quality level on Ro's Blade?  And does it still look the same when you're not mounted?</p>

Onorem
09-20-2010, 09:26 PM
<p><cite>Hemophobe wrote:</cite></p><blockquote><p>Notes will now persist ... for Dirges on Hyran’s Seething Sonata.</p></blockquote><p>I'm a bit confused by this choice also. Please change this to persist on a different buff.  For myself, it's never used solo, rarely used raiding, and only sometimes used in a group...depends on the tank type.</p>

isest
09-20-2010, 10:24 PM
<p><cite>Dreyco wrote:</cite></p><blockquote><p>Isest:  Quality level on Ro's Blade?  And does it still look the same when you're not mounted?</p></blockquote><p>The quallity of Ro's Blade is expert.  The mounted version needs a lot of help as you can see.  The unmounted version looks great.  When I cast it, I am usually about 60% in a zone, so that means usually casting it un-mounted.</p><p>So you can compare the two,  at least we kind of got them back like they used to be.  Mind you my wizzy is a rat and shes kind of small and not much bigger than her god pet.  So If somebody has a taller toon it would be nice to see how it looks for them.</p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000038.jpg" width="1024" height="602" /></p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000040.jpg" width="1024" height="602" /></p>

Xalmat
09-25-2010, 12:42 AM
<p>Some updates on previous feedback for Conjuror spell FX</p><p>Spell Name: Crystal BlastComment: Still would prefer if the sound effect wasn't glass shattering <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Spell Name: Blazing AvatarComment: Perfect!</p><p>Spell Name: Vampire BatsComment: Still doesn't feel as swarm-ish as before <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Spell Name: EarthquakeComment: Perfect! And VERY over the top, lol. Definitely looks different enough from Shattered Earth now that you can tell them apart unless they're cast at the same time by two conjurors.</p><p>Spell Name: Shattered EarthComment: VERY over the top in an AoE encounter. I love it <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p><p>Spell Name: Ice StormComment: Perfect!</p><p>Spell Name: Heal ServantComment: Perfect!</p><p>Spell Name: Call of the HeroComment: Perfect!</p><p>Spell Name: Defensive HavenComment: Perfect!</p><p><span>Spell Name: Earthen Avatar, Fiery Magician, Aery HunterComment: The tiny rocks at the Conjuror's feet for Fiery Magician and Aery Hunter still feel out of place to me. However I'm happy to see that the casting animation now carrys all the way through the spell cast. It also seems like the overall animations and effects are much improved.</span></p><p><cite></cite>Spell Name: AntagonizeComment: Perfect!</p><p>Spell Name: Minion's InterventionComment: MUCH better.</p><p>Spell Name: QuicksandComment: I can't really tell, but it seems improved to me.</p><p>Spell Name: StoneskinComment: Perfect!</p><p>Spell Name: Shard of Essence and Najena's Essense SummoningComment: Still prefer the old graphic, casting animation, and sound effects.</p>

Morghus
09-25-2010, 01:30 AM
<p><span ><p>Re-checked the updated effects again.</p><p>I am a Warlock, with all master spells level 81 -90.</p><p>Distortion could still have the green switched with black/purple..also have a blur/heat distortion type effect after it hits. As it is it looks way too much like acid/dissolve.</p><p>Acid should look like a combination of its current appearance and dissolve.</p><p>Dissolve is a horrible spell, no warlock ever uses it but doesnt matter what it looks like.</p><p>Netherbeast should be changed to summon a <a href="http://eq2.wikia.com/wiki/File:A_void_crusher.jpg" target="_blank">void ripper</a> at master level.</p><p>Void Contract is better now, but the strange multi-colored effect after the initial effect should be removed.</p><p>The gas particles added to acid storm and cataclysm should still be toned down, as they actually cause a good deal of lag.</p><p>Acid Storm still has the odd "firework" hand gesture at the conclusion of its casting.</p><p>Dark broodlings from Dark Infestation should be changed to be <a href="http://images2.wikia.nocookie.net/__cb20080630091255/eq2/images/7/7d/Ooze_Crawler_moving.jpg" target="_blank">shadow beasts</a> instead of ooze puddles.</p><p>Netherous bind's visual effect should last the duration of the spell.</p><p>Skeletal grasp still does not last the full duration of the spell either, but is much improved.</p><p>Rift looks quite nice, though I think the cracked ground effect it used to have could be added as an addition to its current appearance, only of course instead of being glowing yellow cracks they be made dark purple and black.</p><p>Netherealm is quite nice now.</p><p>Shadowsight needs the sonic vision removed or seperated into a joke spell.</p><p>Achievement granted spells still do not have a new effect.</p><p>The rest of my spells, I am fairly satisfied with.</p></span></p>

Cusashorn
09-25-2010, 01:46 AM
<p><span >Class Name: MonkSpell Name: MendComment: The floating green skulls have absolutely NOTHING to do with the class in any possible way. It would be better if you just removed them and left Mend with it's current animation.</span></p><p><span >Class Name: Monk / BruiserSpell Name: Feign DeathComment: A monk's Feign Death is a physical skill learned through rigorous training. It does not use power and thus is technically not considered as Arcane Combat by the game's lore. Please remove the magic effect from FD and revert it back to how the class has been since EQ2 first started (or when EverQuest started in 1999 for that matter.) You can keep the magic effect on any casted version of FD, such as the tinkering items, Necros, or Shadowknights though. Those are spells to cast, and should have an effect to show it, but not for monks or bruisers.</span></p>

Phaso
09-25-2010, 10:54 AM
Class: Coercer Spell: Destructive Mind Wince is gone again, thank you. Still wouldn't mind seeing something more appropriate to a "destructive mind" added, but the effect may or may not ever be seen anyway. Class: Coercer Spell: Mesmerize, Pure Awe Persisting playback of these effects is still broken (see my earlier post in this thread). Class: Coercer Spell: Spell Lash Looks like this got a bit of a color/effect update, with a miniature shock wave type effect on each mob. Maybe this is something that could be utilized for Destructive Mind as well?

Alenna
09-25-2010, 12:25 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><span>Class Name: MonkSpell Name: MendComment: The floating green skulls have absolutely NOTHING to do with the class in any possible way. It would be better if you just removed them and left Mend with it's current animation.</span></p><p><span>Class Name: Monk / BruiserSpell Name: Feign DeathComment: A monk's Feign Death is a physical skill learned through rigorous training. It does not use power and thus is technically not considered as Arcane Combat by the game's lore. Please remove the magic effect from FD and revert it back to how the class has been since EQ2 first started (or when EverQuest started in 1999 for that matter.) You can keep the magic effect on any casted version of FD, such as the tinkering items, Necros, or Shadowknights though. Those are spells to cast, and should have an effect to show it, but not for monks or bruisers.</span></p></blockquote><p>+1</p>

Enica
09-25-2010, 01:04 PM
<p><cite>Onorem wrote:</cite></p><blockquote><p><cite>Hemophobe wrote:</cite></p><blockquote><p>Notes will now persist ... for Dirges on Hyran’s Seething Sonata.</p></blockquote><p>I'm a bit confused by this choice also. Please change this to persist on a different buff.  For myself, it's never used solo, rarely used raiding, and only sometimes used in a group...depends on the tank type.</p></blockquote><p>I agree with this.</p><p>And I know some people don't want to see the notes at all, but I loved the notes.  I hated seeing them go.  If it were up to me, there'd be MORE notes, haha.</p>

Javosk
09-26-2010, 02:28 AM
<p>This latest update is amazing! I love the new touches, especially the Inquisitor! Definite A+ this pass!</p>

isest
09-26-2010, 10:49 AM
<p><cite>Hemophobe wrote:</cite></p><blockquote><p>Hello Everyone,Thanks for all of your feedback, we are reading every post and updating the visuals where we can.  Almost every class has been tweaked and adjusted, too many to name them all but here are the highlights.Many sounds have been restored to what you had before the revamp.  Dirges and Troubadors should sound much more familiar now.Many of the casting and combat animations have been restored.  Fighter and Scout issues where the weapons were sheathing and unsheathing should be fixed now.  Will check on mages and priests next.Notes will now persist for Troubadors on Daelis’ Dance of Blades and for Dirges on Hyran’s Seething Sonata.The following spells have been updated to look and sound more like they used to:</p><p>Wizard:   Fusion, Ro's BladeCoercer:  Stupefy, VelocityWarlock:  RiftShadowKnight:  Grave SacramentThere are many others so please check your classes and let us know what you think.Please continue to post your feedback in the following format to help us expedite any future changes:Class Name:Spell Name:Comment:Thanks again for your feedback!</p></blockquote><p>I will respectfully disagree with you about warlock rift. I looks nothing, I mean nothing like the original.</p><p>Clase Name: Warlock</p><p>Spell Name : Rifl</p><p>Comment: Remove the neon yellow comming from the ground, or change it back to the original.</p>

Aule
09-27-2010, 12:39 AM
Bruiser ability: Sonic Punch It has an awesome graphic that rarely gets seen due to limited usefulness of the ability. Brawler ability: Mantis Leap Has no graphic at all. Would be perfectly reasonable to have the sonic punch graphic though, especially as the teleport nature can cause people to lose track of where you are.

Dreyco
09-27-2010, 03:25 AM
<p>Class: Inquisitor</p><p>Spell: Malevolent Diatribe</p><p>Recommendation: The ritual animations that are now on Fanatical Healing on <em>test server</em> should also be used on this spell, as the casting is rather long, and the ritual animations would look a billion times better.</p><p>The sound effect is still more than a little obnoxiously loud, especially when proccing on more than one person.  The loud humm after the spell is finished casting needs to be toned down in volume, or replaced with the original sound again, as it's easily 200% louder than any other sound/music playing at the time.  <strong>This also goes for Penance, but it isn't near as bad for some reason.</strong></p><p>-------</p><p>Class: Inquisitor</p><p>Spell: Their Casting Wheel</p><p>Recommendation: Instead of the strange looking black star, can we get something like the mystic's casting wheel with the swirling blue effects, except in red?</p><p>Either that, or change the color of the star from non-transparant black to a more transparant red.</p>

xpraetorianx
09-27-2010, 04:12 AM
<p>Destructive Mind's animation still cuts off at the very end.  Its very choppy looking.  No more wince is definitely a plus but the animation just looks unfinished.  If this is already being addressed.. HUZZAH!  =) </p>

Dreyco
09-27-2010, 05:50 PM
<p><cite>Dreyco wrote:</cite></p><blockquote><p>Class: Inquisitor</p><p>Spell: Malevolent Diatribe</p><p>Recommendation: The ritual animations that are now on Fanatical Healing on <em>test server</em> should also be used on this spell, as the casting is rather long, and the ritual animations would look a billion times better.</p><p>The sound effect is still more than a little obnoxiously loud, especially when proccing on more than one person.  The loud humm after the spell is finished casting needs to be toned down in volume, or replaced with the original sound again, as it's easily 200% louder than any other sound/music playing at the time.  <strong>This also goes for Penance, but it isn't near as bad for some reason.</strong></p><p>-------</p><p>Class: Inquisitor</p><p>Spell: Their Casting Wheel</p><p>Recommendation: Instead of the strange looking black star, can we get something like the mystic's casting wheel with the swirling blue effects, except in red?</p><p>Either that, or change the color of the star from non-transparant black to a more transparant red.</p></blockquote><p>Add Holy Intercession on Templar's to the list of spells that are.. way... too... loud...</p>

Dreyco
09-30-2010, 12:56 AM
<p>I am enthralled to see that our feedback is getting taken into consideration.  Thank you so much. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Dreyco
09-30-2010, 01:13 AM
<p>Class: Assassin</p><p>Spell: Masked Strike</p><p>Concern: The phasing particle was removed entirely for this effect, which was unnecesary.  I think that it could share the effect seen on concealment when going back into stealth at this point, as it has brevity, looks awesome, and phases well.</p><p>(Please note that I think Concealment looks fantastic right now.  So you're good to go on that effect! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ))</p>

Calain80
09-30-2010, 06:08 AM
<p>Class Name: InquisitorSpell Name: Alleviation</p><p>Comment:</p><p>Please change the black "wings". For me and an other Inquisitor I know they look more like many black lines caused by a graphic glitch. If it would be black wings of a bird or even a bat it would actually look cool, but these lines do not work in black. I thought it was a bug until I saw that the Templar group heal looks the same but in gold. Only then I realized that it was meant to look like that.Other ideas for that spell effect:</p><ul><li>Change them to real wings. It does not matter if it would be feathered wings or bat wings. You could either use the outline of the Shard of Love wings and turn them black or use the bat wings you could get from LON. I would really love this implementation.</li><li>just remove the "wings"</li><li>Give us the golden wings of the Templar. While I still don't really like the effect of wings build from lines, the golden ones look a lot better then the black ones.</li><li>Change the effect to something completely different:<ul><li>A light (gold or red) shining from above</li><li>A (golden, red, black) ring coming up from around our feet starting as a single globe and running around you as you cast the spell until it reaches the full circle. </li></ul></li></ul>

isest
09-30-2010, 09:16 AM
<p>I have to give him a +1 for the new purple for warlock rift, that works a lot better than that neon yellow.!!!</p><p>Also thanks for fixing the Ro's Blade they now go around the chest when mounted instead of the horses legs!! Magma chamber still needs work it still does not look right.</p><p>Troubadour stealth still has issues. I took several hits and it looked like I was still invisible but could not engage my on strike.</p><p>Is anything in the works for troubadour escape.   When your not on your mount you squat, and well it just looks wrong.  We need the old version or something not so nasty looking.  I hate to use this term but it looks like your fixing to go do number 2 when your not mounted and it just looks wrong.   Please fix troubadour escape.</p>

wayfaerer
10-01-2010, 02:20 AM
<p><span >Class Name: CoercerSpell Name: Destructive MindComment: Please put the /cringe back at the end of the cast.</span></p>

isest
10-01-2010, 09:28 AM
<p>Class: Troubador</p><p>Spell : Escape</p><p>Comment: Place change our escape back to the original,  or perhaps something that is not so wrong looking.  Or something like what SK's get for their evac. Or what wiz get for group depart.</p><p>Here is a picture of why I say that, this looks wrong.  Can we please change it!!</p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000035-1.jpg" width="629" height="281" /></p>

Neskonlith
10-01-2010, 02:08 PM
<p><span style="color: #ff0000;">Class: Dirge</span></p><p><span style="color: #ff0000;">Spell: Death's Door</span></p><p><span style="color: #ff0000;">A permanent self-buff like Death's Door shouldn't have maintained notes, as I'd rather see the notes visual indicate that one of the optional group buffs are active, and the absence of notes would help indicate such an optional needs to be re-applied.</span></p><p style="padding-left: 30px;"><span style="color: #ff0000;">ie: optional buffs like Hyran's, Noxious Symphony, Dead Calm.</span></p><p><span style="color: #ff0000;">Or, please consider a toggle to turn off notes on permanent self buffs.</span></p>

Gungo
10-02-2010, 09:54 AM
<p>Frogluk monks had some specific animations there were awesome including a special taunt animation (instead of the wave) and a spinning back hand punch animation. I was wondering if there was a way to include these specific moves into brawlers animations.</p>

Cusashorn
10-09-2010, 01:50 PM
<p>I'm gonna make another push for the two suggested spell FX changes for the Mend and Feign Death skills for brawlers. Please don't ignore this. I'm not the only one who wants these changes, and the lack of communication is giving me the impression that you just don't care. Come on. Throw us a bone here. I just want Feign Death returned back to the way it always has been since the start of the game, and the floating green skulls removed from Mend. They have nothing to do with the class image in any concievable way.</p>

Faeward
10-11-2010, 07:40 AM
<p>Rift was the most awesome looking spell in the game without doubt. +1 for getting it changed back to the original... in fact, add more boulders!</p>

isest
10-11-2010, 08:36 AM
<p><cite>Faeward@Nagafen wrote:</cite></p><blockquote><p>Rift was the most awesome looking spell in the game without doubt. +1 for getting it changed back to the original... in fact, add more boulders!</p></blockquote><p><span style="text-decoration: underline;">Did you bother going to test to test it</span>!!!  They said changed to look more like the <strong><span style="text-decoration: underline;">original</span><em>.</em></strong></p><p>In fact I saw this post just logged in to go test it again, think wow they changed something again.  Guess what. NO this is not the original, just tested it a few minutes ago.  We get a green fog now?  Hmm I kind of like the purple one i saw last time I tested.</p><p>Honestly how is this the original?  Yes more pebbles, yes not that blasted neon yellow. Does anybody remember the original?  Huge boulders about 8 times the size of these pebbles and about as many. But calling this the original, gave me a good laugh.</p><p><img src="http://i218.photobucket.com/albums/cc96/isest/EQ2_000043.jpg" width="1024" height="602" /></p>

Nakash
10-11-2010, 09:45 AM
<p>ShadowknightShadowy Elusion Lev 44 (Evac)</p><p>Suggestion: Would be great and fitting if the Spell could get an effekt like the old shadow void beast (<a href="http://eq2.wikia.com/wiki/Category:Void_Beast">http://eq2.wikia.com/wiki/Category:Void_Beast</a>). They have an effect that absorbs all light around them.Would be an great effect that would fit the spells description and name to 100% </p>

Lera
10-11-2010, 03:50 PM
<p><span >Class Name: PaladinSpell Name: ConsecrateComment: Please bring the old "dance" animation back. </span></p><p><span >Class Name: PaladinSpell Name: CastigateComment: I love the big giant blue glowy effect.</span></p>