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Old 07-29-2010, 07:22 PM   #31
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AS an Illusionist i LOVE throwing spitballs and snowcones, all day long at the disco party.  I hope w/e they do its an improvement over that!

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Old 07-29-2010, 09:56 PM   #32
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seamus wrote:

Roth, I have to ask, what was the motiviation for changing the spell graphics. Especially so dramatically. Was the team getting bombarded with requests to change the graphics?

For me the spell graphics were one of the best features this game had over others. This will not go well on live.

/agree.If devs today don't have development skills, devs should not touch this part. It is very well-made. But, if devs are willing to offer more Motivation to us, it needs whole new design and some cost.Like this.http://www.youtube.com/watch?v=Uq2zc4wUhJc

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Old 07-29-2010, 10:58 PM   #33
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Additonally, if devs concern about raid play and PC performance than motivation and looks,What should be thought is Method of natural erasing of the former effect when overlap. Or the order of priority in a large of group.Motivation or PC performance, in either case, hard-core gamer will erase everything. Thinking that I am important recently is Peculiar mortion and particle effect of each creature.Almost creature use the same effect as player. Dragon's kinds are the same all motions. But we are always looking forward to watch new Peculiar attack from new creature. Best regards.

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Old 07-29-2010, 11:04 PM   #34
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789mkii wrote:

seamus wrote:

Roth, I have to ask, what was the motiviation for changing the spell graphics. Especially so dramatically. Was the team getting bombarded with requests to change the graphics?

For me the spell graphics were one of the best features this game had over others. This will not go well on live.

/agree.If devs today don't have development skills, devs should not touch this part. It is very well-made. But, if devs are willing to offer more Motivation to us, it needs whole new design and some cost.Like this.http://www.youtube.com/watch?v=Uq2zc4wUhJc

ooo now those are nice... feels epic without all the particle effects

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Old 07-30-2010, 12:29 AM   #35
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I have just got through trying my conjuror on test. I am.. and I mean this.. lost for words. From the coolest effects in the game to almost literally nothing.

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Old 07-30-2010, 12:34 AM   #36
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I have to say, out of my three main characters I've moved to testcopy, two are pretty much completely horrible.

Paladin:This is by far the worst set of animations I've seen so far.

  • My ward, which once looked like an actual ward, now looks like I curl up in the fetal position  then stand up
  • Consecrate now doesn't have ANY effect if there are no targets in range... the only indication it's even up is the "no targets in range" text.
  • Castigate no longer has cool blue beams of light, they made some weird yellow beam come down on you.
  • My group heal looks like a buff, not a heal!
  • My STR/Health buff looks like a heal!
  • Apparently someone thought it was a good idea to copy the WoW pally effect color scheme and make everything yellow. My two blue AoEs, Holy Circle and Ancient Wrath even have the same effects now. Castigate and Consecrate looked 100x better in the old version.
  • Stances... Really?! I just stand there and an icon appears above my head. Ugh.
  • About the only good effect is blessed weapon

Warlock:

  • The pentagram effect has GOT to change... it looks terrible... 2D effects?! Really?!
  • Acid and all spells that share the same animation  look terrible, the "Stream" needs to be made to look a little cooler if this is the effect you want to use. Right now it looks like a solid green mass with no real shape or design.
  • Rift... The rocks looked 1000x better, though I do like the actual rift in the ground cracking... needs to be bigger though, and some sort of cooler effect on the mobs.
  • Cataclysm. Old effect was cool gas clouds for all mobs in range... now this generic PS2 game bubble forms around me and the mobs glow a little. Terrible.
  • Noxious debuff... used to make postules grow on them, turn green and some coughed... now they just shine green and sparkly and do the cower animation.
  • Single target root... chains removed. Total lameness. Nothing was as epic as rooting your first giant mob and seeing the giant chains grab them. Now theres just a shiney circle under them for a second or two. At least the group root is still the skeletal hands.

Fury:This was by far the best out of the three, but there were still issues I had:

  • Starnova... and sort of weight to the spell is gone because comets don't smash down on their heads anymore. This was my favorite visual non-AA attack on my fury. The new one doesn't look completely horrible, but there's no weight to the visual effect.
  • My heals seem too close to looking like each other. It seems like they're all the same (even group heals), except for the actual end effect.
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Old 07-30-2010, 01:22 AM   #37
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Fury perspective:

Starnova and Thunderbolt now look very wimpy. These are our big hitting spells and the new animations are just weak.

I am very disappointed that you took the lion animation from Back Into the Fray and put the *#[email protected]#$* tree growing out of our head on it instead - the same lame animation that is on Hibernation.

We have hated the tree animation associated with Hibernation since we received the ability and now you took away a much nicer animation (the Lion) from our Back into the Fray spell.

First of all, Hibernation shouldn't even be a tree - it should be an animal graphic (preferrably one that hibernates such as a bear)

Secondly, Please give us back our lion graphic associated w/ Back into the Fray - I HATE that stupid tree.  I mean our self-buff form is even a lion, so this change makes no sense.

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Old 07-30-2010, 05:34 AM   #38
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I really really really hope that they gonna propose an option to keep the old system.

I loved this huge particle system and removing that is just a huge step back.

Please, we need a dev answer regarding the option to keep or not the old system ?

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Old 07-30-2010, 01:47 PM   #39
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Conjy particle effects:

I liked the elemental swirls for the pet summoning, but you forgot the Hydromancer. (Not like anybody uses it, but it's there!)

Earthquake and Shattered Earth both have the same graphic now, just centered in different places. I miss the rocks falling from the sky.

Winds of Vellious and Ice Storm have the same particle effect. Is there any way to get the mobs to freeze over again?

Communion... I can totally understand toning this way down, but I liked the [Removed for Content]!?s when I dropped that giant black portal on the group/raid.

Sacrifice... is an odd choice wiith the skull/crossbones, and there's a casting animation every time it ticks again, fortunatly moving and casting other spells doesn't prevent it from ticking this time.

Call of the Hero... Very understated... on the other hand my pet auto accepts it and it doesn't cost pearls anymore, so that's a step up.

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Old 07-30-2010, 01:54 PM   #40
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I sent in a /feedback but I wanted to voice my opinion.

The dev(s?) that worked on this are most likely very happy with what they've done, so let's all please try to keep that in mind and be respectful of their work.

In my mind, if this game were one of the more cutesy variety free-to-play MMOs (Wizard 101 comes to mind), they would be awesomefuly befitting.  In of themselves, they're nicely done and look cool.  I could see them working very well in a game of a different visual genre.  On the other hand, EQ2's graphics have slowly been shifting more toward that visual genre so perhaps, in due time, these graphics won't seem to stand out so terribly much.

However, to put it simply -- I don't think they fit in EQ2.  There are aspects of them that are nice.  For example, the necromancer's Dooming Darkness has a neat effect of darkness seeping into the enemy.  Neat!

Our Bloodcoil has been changed from green plague bubbles to bright green skulls.  That struck me as odd.  And when I say bright, oh boy do I mean bright!  Our main spells also invoke an equally bright green skull with crossbones to appear over our heads and cackle.  I think Lifetap is a spell that currently, pre-change, invokes a skull, but somehow it was more subtle.

Also, I am not fond of the rune that appears in front of me (or behind me when I somehow bugged it).  Something about it is off.  Nor do I care much for the summoning graphics, but these are not something I cast often, so they can be ignored.

In short:  the dev(s) did a good job.  Possibly a great job.  The problem is, I don't think this is the right game for this style.  It's very, very showy and almost gaudy (I say this with a nice tone that doesn't come across in text).  EQ2 has always had a different style than most other games and these graphics don't blend well with it, in my honest opinion.

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Old 07-30-2010, 02:59 PM   #41
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Played around with it a bit and my initial thought is a mixxed bag. For specific classes:

General:

  • Sneaking: It seems counter intuitive that if I'm trying to stealth I'm first going to cover myself in a bright white light.

Brigand:

  • Dispatch/Murderous Rake: The animation for these two spells feel much more like something I would find on an Enchanter. They just don't feel appropriate for a Brigand. If you're trying to give a strong visual queue when dispatch has landed I can respect that (though I really wish it was a different effect) but if that's the case can we get a different animation for Murderous Rake?
  • Barroom Negotiations: This again feels really flat and we could probably do with out the giant circle, unless of course it's adjusting to the range of the AE? If so that would be a very nice touch.
  • Double Throw: This feels very off. The normal ranged animations are on an arch so the straight flying daggers jars a bit.

Ranger:

  • Ok, I have to say I love the new AoE animations.
  • Most of the rest felt ok, but rangers never really had that animations to begin with.

Warlock:

  • The aninmations for the warlock felt very, very 2D and cartoonish. The Symbol that was sometimes in front and sometimes in back looks cheap and distracting and a lot of the spells just don't feel like they have any weight behind them.
  • Rift: This spell is supposed to be tearing up the ground around you. It now feels like some ants are throwing rocks up.
  • Acid: This felt like the most significant attack available based solely off the animation. While it is nice, that does not say good things for Absolution, Apocalypse, Rift or Distortion.
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Old 07-30-2010, 06:28 PM   #42
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Could the OP retitle this thread - it's a bit misleading and I fear people aren't paying attention to this thread because of it.  This is really about the new spell/ca animations rather than just about particle effects.

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Old 07-30-2010, 06:37 PM   #43
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This is absolutely terrible. I hate to completely go the negative nancy route with this, but holy crap.

I was looking forward to the spell animation improvements people were talking about, come to find out they were more nerfs than anything else. Pretty much all my combat arts were just lightning around my weapon as I swung it, which made no sense.

I logged onto test copy, pulled a guard in Paineel and began whacking on it. Okay.. my weapons are still zapping things with righteous lightning, but ALL OF MY COOL LOOKING SPELLS LOOK HORRIBLE.

Castigation - The single most amazing looking spell in the game. The paladin assumes a "rock and roll he-man power stance" with his sword in the air. He's struck by a cleansing beam of blue light which extends endlessly into the sky. That's AWESOME. This delayed orange beam thing with the newly generic glowy ground around me is a sidestep, definitely not an improvement.

Doom Judgement - This ability looked so cool I spammed it in my free time. A gigantic purple and black cloud envelops my character as he swings his weapon in a circle, burning away any buffs on targets it hits. They are temporarily covered in black flames as I see my window spam the ridiculous amount of awesome it just removed from my enemy. It's not a tiny little panzy purple twister that appears for a split second on my character. I've seen better effects in Pokemon Red.

Consecration - I'll admit, the little pirouette every tick was a little quirky, but it still had animation every tick. Consecration has suddenly become my character initially siezing like an idiot for a second, complemented by the same sound every other AOE has been tagged with, and then nothing. If I'm pulsing an AOE, the animation should be reoccuring. Countless times do I leave this ability up by accident and run past non-aggro mobs which, had I not noticed ahead of time, would have massacred me and my party members.

Amends - This ability is class defining, according to most. It's also something that the recipient should be aware of, yet there is zero animation for this beyond some supersonic waves coming out of MY MOUTH. I don't understand this one at all, therefor I dislike it.

ALL of the new spell effects seem very.. abrupt. There's zero flow to any of them. A lot of them just come and go in under a second, no lingering energies, no time to "ooh" or "ahh", let alone reason to.

Other than that..

All of my group buffs and self buffs look practically identical. Some slighty variation in color and symbol, but animation beyond particle effects is absolutely indistinguishable. The stance animation changes are pretty cool. None of my AA abilities seem changed, which is fine. Faithful cry is still the most disappointing looking spell I've ever seen, next to Sprint. As powerful as it is, I can't believe nothing was done with this yet.

A lot of my spells are simply LAZORS shooting out of my hand like the death star.

I was really looking forward to a new set of spell effects, something really cool. Improvements on old styles to match the new shaders would have been fantastic, but instead we're fed poor quality particle effects which leaves me with one serious question:

How do we turn them back?

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Old 07-30-2010, 06:57 PM   #44
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[email protected] wrote:

Could the OP retitle this thread - it's a bit misleading and I fear people aren't paying attention to this thread because of it.  This is really about the new spell/ca animations rather than just about particle effects.

Good point, I changed the topic name... Thanks!

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Old 07-30-2010, 07:05 PM   #45
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Some more feedback on mine (Coercer): Buffs: Some of these are okay, but like most buffs, the only time I ever cast them are when I use my Mirror of Reflected Achievement, so they're borderline wasted assets in my opinion. Damage Spells: For one, they all look almost the same. For another, I don't care for the rainbow of color effect surrounding the mob -- I'm not an illusionist. Control Effects: These are by far the worst, I think. The root appearance of chains was very visible and easy to see from a distance... you could tell your mob was rooted. The new magical binding (or whatever it is) is only visible if the mob isn't very far away, which is counter-intuitive to the purpose of the spell. The mesmerize effects aren't terrible, but unfortunately after one cycle, they never re-appear that I've seen. This means there's no visual way to see that a mob has been mesmerized other than to look at its detrimental effects. Enchanters have always had a ridiculous fight to try and keep something mesmerized if that's what was called for... this can only make that worse, not better. Sound Effects (for All): Speaking as someone who used the sound effects when casting quickly as a cue that something landed or missed, I'm feeling a bit out of sorts casting now on test server. I cast damage spells and hear what I've come to know as the "mesmerize" sound effect. Is there a particular reason you opted to jumble these sound effects around? It's only added another layer of adaptation and confusion to this change. Animation: My character's weapon abruptly shifts into its "sheathed" state whenever I cast a spell, whether I have my auto-attack engaged or not -- that shouldn't be happening since it looks bizarre to say the least.

I'm not against new animations/effects for spells and combat arts, I think they could breathe a bit of new life into the game... but these with their symbols, out of place sound effects and underwhelming lack of creativity in some places just aren't doing it for me.

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Old 07-30-2010, 07:43 PM   #46
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Maergoth wrote:

This is absolutely terrible. I hate to completely go the negative nancy route with this, but holy crap.

I was looking forward to the spell animation improvements people were talking about, come to find out they were more nerfs than anything else. Pretty much all my combat arts were just lightning around my weapon as I swung it, which made no sense.

I logged onto test copy, pulled a guard in Paineel and began whacking on it. Okay.. my weapons are still zapping things with righteous lightning, but ALL OF MY COOL LOOKING SPELLS LOOK HORRIBLE.

Castigation - The single most amazing looking spell in the game. The paladin assumes a "rock and roll he-man power stance" with his sword in the air. He's struck by a cleansing beam of blue light which extends endlessly into the sky. That's AWESOME. This delayed orange beam thing with the newly generic glowy ground around me is a sidestep, definitely not an improvement.

Doom Judgement - This ability looked so cool I spammed it in my free time. A gigantic purple and black cloud envelops my character as he swings his weapon in a circle, burning away any buffs on targets it hits. They are temporarily covered in black flames as I see my window spam the ridiculous amount of awesome it just removed from my enemy. It's not a tiny little panzy purple twister that appears for a split second on my character. I've seen better effects in Pokemon Red.

Consecration - I'll admit, the little pirouette every tick was a little quirky, but it still had animation every tick. Consecration has suddenly become my character initially siezing like an idiot for a second, complemented by the same sound every other AOE has been tagged with, and then nothing. If I'm pulsing an AOE, the animation should be reoccuring. Countless times do I leave this ability up by accident and run past non-aggro mobs which, had I not noticed ahead of time, would have massacred me and my party members.

Amends - This ability is class defining, according to most. It's also something that the recipient should be aware of, yet there is zero animation for this beyond some supersonic waves coming out of MY MOUTH. I don't understand this one at all, therefor I dislike it.

ALL of the new spell effects seem very.. abrupt. There's zero flow to any of them. A lot of them just come and go in under a second, no lingering energies, no time to "ooh" or "ahh", let alone reason to.

Other than that..

All of my group buffs and self buffs look practically identical. Some slighty variation in color and symbol, but animation beyond particle effects is absolutely indistinguishable. The stance animation changes are pretty cool. None of my AA abilities seem changed, which is fine. Faithful cry is still the most disappointing looking spell I've ever seen, next to Sprint. As powerful as it is, I can't believe nothing was done with this yet.

A lot of my spells are simply LAZORS shooting out of my hand like the death star.

I was really looking forward to a new set of spell effects, something really cool. Improvements on old styles to match the new shaders would have been fantastic, but instead we're fed poor quality particle effects which leaves me with one serious question:

How do we turn them back?

One of the primary reasons I continued to play this game after reaching max level at 50, was because of how amazing a shadowknight looked launching purple glowing skulls. These abilitys have had the same appearances for years, it's really shame to drop them, and downgrade them in favor of cartoon graphics. Please, allow us a way to maintain our current graphics, instead of forcing us to use the new ones.

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Old 07-30-2010, 07:47 PM   #47
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This is copied from the other thread:

As I only play a Warlock, my feedback is limited to that class. All spells listed are master or grandmaster level 81 - 90.

Apocalypse is terrible, looks just like dissolve. Doesn't even come close to matching what one would think from hearing the spell's name.

Distortion, Terrible. Definitely doesnt come close to what I think of when looking at the name.

Dark Pyre, looks the same as acid now....lame.

Cataclysm, not bad but could be better.

Netherous Bind, decent but could use a larger effect, and should last until the spell fades.

Acid Storm, only issue is the final casting effect where one hand is raised doesnt match the previous hand motions, should just switch it so the end result has the two arms raised animation. Dumbfire though so minimal use.

Rift, good but could use a bigger effect when it hits enemies. Could also use black/pruple energy coming out of the cracks.

Dissolve, looks awful but then again no warlock ever casts it so w/e.

Concussive, decent but could use a different hand motion.

Void Contract, too neutral of a spell graphic, doesnt match the spell name.

Mana Trickle, passable.

Gift of Bertoxxulous, good.

Netherealm, good.

Curse of Darkness, good.

Absolution, pretty good.

Dark broodlings, decent, though broodlings could be changed to look different, more like the shadow beasts/necro slime pet but scaled down. Still a bad spell but that is another issue.

Netherlord, there was an animation to this? Also I think it would look better summoning a void ripper rather than a nightblood. Also a bad spell due to being a dumbfire.

Skeletal grasp, good but same issue as netherous bind, the graphic fades before the spell actually fades.

Dark siphoning, decent but animation is too bright looking though..should be more evil.

Encase, decent, but effect would be slightly larger and I miss the entire enemy getting frozen.

Flames of Velious, nice but effect could be larger.

Dark Nebula, again look at the name...I know it deals poison damage but still.

Curse of Void, not very good.

Aura of Void, looks like a green poison effect spell, granted it deals disease damage but look at the name.

Nullify, decent.

Overall, color scheme should be more black/purple rather than all green.

Also, all AA granted spells, along with master strikes still have old spell appearances.

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Old 07-30-2010, 08:00 PM   #48
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I used to love the tentacle-effects that my coercer's DM, hostage and spell curse had, spinning up and wrapping around the target.

Now my DM turns me into a rainbow and my nukes are 2D effects that are all exactly the same.

Give me a break!

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Old 07-30-2010, 08:14 PM   #49
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I am really liking most of the fury spell animation changes. The new leafy effects fit nicely with a druid.

Thank you for finally changing the hibernation graphic. The new tree looks so much better!

Changing the starnova graphic to the shining orange ball over the fury's head is rather anticlimactic. We go from a nice new swarm of bugs, to some ice, to thunder and lightning, and then get an orange ball that hovers overhead of the caster? Would much prefer a giant fireball plowing into the mobs.

When casting the group buffs the leaves appearing around the hands is a bit much. Looks like I'm wearing giant leafy oven mitts. The leafy graphic while casting Untamed Shroud is much nicer.

Can the bright, flashing light that occurs while casting heals be turned down some? It's distractingly bright and hides the nice, but subtle leaf blowing around the healed person. I wouldn't want to inadvertently cause someone a seizure by chain casting heals and flashing lights at them repeatedly.

This is more sound than animation, but for Thunderbolt, the clap of thunder is so much fainter than on our other storm spells. I was wondering if this could be turned up a bit.

All in all, I think the new changes look very nice. Good work.

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Old 07-30-2010, 09:07 PM   #50
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Removed comments after next post made me look more stupid than I normally do.

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Old 07-30-2010, 09:10 PM   #51
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The below information is directly from the Art Team.Spell FX RevampWe are updating, optimizing and standardizing every class spell visual in the game.  AA and Entertainment spells are next on the list and will be revealed in a later game update.The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class.   Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.We analysed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc.  Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.  These are still a work in progress and we are open to constructive feedback before they go to the Live servers.  Currently the class based casting rings are deactivated and will be reactived after they are updated and optimized.When you start a new character you will have Apprentice spells.  This spell tier along with Journeyman will have a beginner level of FX in both size and quantity.  Later when you acquire Adept or Expert versions of the spells the level of FX will increase.  Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.  One of the unique features of spells in EverQuest II is the leveling of spell skills.  As you cast destructive spells your skill in Disruption increases.  Healing spells increase Ministration.  Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation.  Other than the chat window there was no real indication which spell increased which status.  Therefore we created the spell wheel.  Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used.  Attacks will show in front of caster, buffs and debuffs behind the caster and Heals and summons at the casters feet.Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.Again, we invite constructive feedback.  If you feel one of your favorite spells has been altered or removed please let us know so we can discuss whether or not a change is possible.  Also when giving feedback please list the class, spell name and tier to help us expedite any changes.

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Old 07-30-2010, 09:12 PM   #52
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That sounds more like it. Yeah all my spells were app 1 since its on test. I was shocked they were so weak. In SM3 by the way if that makes any diff.

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Old 07-30-2010, 09:43 PM   #53
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First off let me say.. I never post.. but.. you drew me out on this one.

I play mostly a Zerker, Coercer and Wizard and I do not like most of these changes.

A lot of people expressed how I will feel with the changes.. completely weak. So many class defining graphics are just.. gone and replaced by underwhelming effects. Also they just seem very lazy and completely unoriginal, almost all abilites do the same exact animation. Its boring to watch 6 of my coercer spells do the exact same effect. Why was the variation taken out? /confused

Biggest issues I have for each is:

Zerker,

-What's with that ugly 2D red face I do with 75% of my CA's?-Rampage looks lame now, before it looked like a calm before a storm.. feel less powerful watching the new one.-What's with the stream of rectangles that appear with my threat abilites? - Juggernaut. Biggest problem lies with this one.. The graphic was a white horned ghostly helmet that lasted the duration   of the buff, the new one is completely different with jumbled graphics it also does not last for the duration of the buff. It was one of the coolest looking graphics, and one of the class defining animations to bite the dust. =(

What I did like: That my kick is no longer a MONK kick.. THANK GOD!!! Now I can stomp things like I should have been doing for the 6 years I have been playing.

Wizard,

-For being a T1 DPS class.. I wouldnt know it by looking at my spell effects. I would understand if this was all done to tone down spells like Glacial Wind, even I can admit that one is a bit much.. I still love it though! I dont see why the ice shards could not have just been made smaller and spread out a little. Everything is too small. Playing a Wizard like this would be the equivalent to a roman candle about to go off and all you get is a puff of smoke.

What I did like: Furnace of Ro appears to remain unchanged. And thats about it. =(

Coercer,

-Hemorhage, Simple Minds, Brainshock, Asylum, Silence, and Shock Wave all use the same effect. Its very lazy and boring. -Destructive Mind, Spell Curse, and Hostage are HUGE let downs. These are by far some of the best spell graphics in the game and are what makes a Coercer look and feel powerful. =(

What I did like: Minds Eye no longer has a streak of blue energry shooting out from under my left [Removed for Content], and no more ring. This effect will not be missed by me.

Honestly I hope these changes will be an on/off setting. I think most of what I have seen is very ugly, lazy, boring and unoriginal.

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Old 07-30-2010, 09:56 PM   #54
Dreyco

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There are so many of these threads it's hard to tell where to put the feedback!  Being there is a red name here, i'll copy/paste my feedback here!

  • For Inquisitors
    • Some of the new sound effects, specifically on a few of their buffs and heals, are a bit too "loud" compared to the other effects.  Consider toning down the default volume of these just a hair.
  • For Shadowknights and Necromancers
    • A particular part of the l
  • In regards to invisibility...

    The "vanishing" effect that comes while the effect animates is cool.  However, then the see-through image of your character just "pops" into view.  Perhaps consider making it so that the see-through model fades into view instead, so it transitions better.

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Old 07-30-2010, 09:57 PM   #55
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Xelgad wrote:

The below information is directly from the Art Team.Spell FX RevampWe are updating, optimizing and standardizing every class spell visual in the game.  AA and Entertainment spells are next on the list and will be revealed in a later game update.The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class.   Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.We analysed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc.  Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.  These are still a work in progress and we are open to constructive feedback before they go to the Live servers.  Currently the class based casting rings are deactivated and will be reactived after they are updated and optimized.When you start a new character you will have Apprentice spells.  This spell tier along with Journeyman will have a beginner level of FX in both size and quantity.  Later when you acquire Adept or Expert versions of the spells the level of FX will increase.  Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.  One of the unique features of spells in EverQuest II is the leveling of spell skills.  As you cast destructive spells your skill in Disruption increases.  Healing spells increase Ministration.  Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation.  Other than the chat window there was no real indication which spell increased which status.  Therefore we created the spell wheel.  Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used.  Attacks will show in front of caster, buffs and debuffs behind the caster and Heals and summons at the casters feet.Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.Again, we invite constructive feedback.  If you feel one of your favorite spells has been altered or removed please let us know so we can discuss whether or not a change is possible.  Also when giving feedback please list the class, spell name and tier to help us expedite any changes.

Uniqueness to each class? We already had that though.. now all thats happening is we are given new animations that all look the same within our class. I cannot speak for anyone else, but its going to get boring watching the same animation being cast 6 times in a row.. Also this statements does not really make sense because all the tank stance buffs I was able to check out on test look EXACTLY the same.. O.o

I understand though being able to keep the graphics on a higher setting, but please take an on/off toggle into consideration before changing years of work to these new changes. The effects are a large part of why people play the game.. or what makes them gravitate to certain classes.

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Old 07-30-2010, 10:02 PM   #56
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Xelgad wrote:

The below information is directly from the Art Team.Spell FX RevampWe are updating, optimizing and standardizing every class spell visual in the game.  AA and Entertainment spells are next on the list and will be revealed in a later game update.The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class.   Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.We analysed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc.  Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.  These are still a work in progress and we are open to constructive feedback before they go to the Live servers.  Currently the class based casting rings are deactivated and will be reactived after they are updated and optimized.When you start a new character you will have Apprentice spells.  This spell tier along with Journeyman will have a beginner level of FX in both size and quantity.  Later when you acquire Adept or Expert versions of the spells the level of FX will increase.  Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.  One of the unique features of spells in EverQuest II is the leveling of spell skills.  As you cast destructive spells your skill in Disruption increases.  Healing spells increase Ministration.  Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation.  Other than the chat window there was no real indication which spell increased which status.  Therefore we created the spell wheel.  Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used.  Attacks will show in front of caster, buffs and debuffs behind the caster and Heals and summons at the casters feet.Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.Again, we invite constructive feedback.  If you feel one of your favorite spells has been altered or removed please let us know so we can discuss whether or not a change is possible.  Also when giving feedback please list the class, spell name and tier to help us expedite any changes.

Thanks for the feedback Xelgad.

I checked the wizard spells with a 89 wizard with all Adept III/Master spell.

These changes are fine for raiders due to performance increase but honestly most of the wizard spells are just bland.

The root effect is totally flat and invisible, Ice Comet is a joke compared to Ice comet in EQ1, it's one of our biggest spell and the effect is totally bland. Fusion looks like a spell in EQ1 10 years ago.

So yeah these changes are good for performance increase during raid, groups etc ...

But can we have an option to KEEP the old graphic particles system ?

This one is boring in my point of view, I levelled a wizard to get some huge explosions, fire balls, I loved to explode things like the old spells clearly showed ! Now my wizard is spreading small ray of light for 75% of my spells.

So please can we have the option to keep the old system like for SOGA models / regular models.

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Old 07-30-2010, 10:12 PM   #57
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Xelgad wrote:

These are still a work in progress and we are open to constructive feedback before they go to the Live servers.  Currently the class based casting rings are deactivated and will be reactived after they are updated and optimized.

Here's some constructive feedback: make the new spell effects optional, like SOGA.

The way the spells look in game is very important to a lot of people. You may think it's silly, but my mystic is dressed to match the colour of her wards - that's how much I love them, and how much I care about how I look casting them. I haven't been able to log onto test with anything higher than a level 7 yet, but I can tell you right now that if the beautiful, subtle, serene shielding cone of aurora borealis that is the current ward graphic is gone, I will be incredibly upset. Same goes for Bolster's gorgeous stars and some of my buffs' cool animal effects.

As for my fury, heck, the only reason I even HAVE a fury is because I was jealous of some of the fury spell graphics. If Starnova and the heals change, I'm basically not even interested in playing that class anymore.

Sure, some current effects are maybe not the greatest, but some ARE awesome and do not deserve to be "standardized". Acid Storm, Castigate, Consecrate, Rift, Communion, Spirit of Bats, Bolster, mystic wards, Ancestral Sentry, Starnova, wizard ice spells.. etc. These are all amazing to me and I cannot see ever wanting to change what in my mind is already perfect.  From what I've seen so far of the new graphics, I am not impressed and it could very well be a game breaker for me.

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Old 07-30-2010, 10:25 PM   #58
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They changed all this so that when EQ2X draws all the kids in (F2P is always 90% kids) their cheap systems will be able to actually play with animations and spell effects on. They now want low end systems to be able to run all the bells and whistles this game has so that they can hook all the new people (kids) on EQ2X.

That is one of the reasons WoW is so popular, any cheap system can play on max settings. EQ2 didn't care before if only the most extremely built machine could play with spell effects on 8 per and animation slider all the way to the right but now that F2P is going to attract a lot of new players they do. I guess this is good but it means simpler particle effects and animations than we are used too which sucks.

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Old 07-30-2010, 10:49 PM   #59
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Okay, I just logged into Test Copy to check things out on my Paladin. Guys, seriously, what in the world were you thinking when you changed the animation for Demonstration of Faith, our ward?

How does going into a defensive crouch with your hands covering your head show, in any form or fashion a "demonstration of faith"? Seriously. In fact, why should there be ANY combat art or spell that uses this particular animation? Explain this to me like I'm a 6 year old, because I'm just not understanding how anyone could think that this even remotely resembles an improvement.

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Old 07-30-2010, 11:14 PM   #60
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Arandar.. one of my Zerker's CA does the same thing.. I honestly do not think this position is suited to a Warrior at all.

Cowering like a child does not a Warrior make.

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