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Brand X
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I was thinking for ways to

I was thinking for ways to just make the combat more interesting, I realize they aren't going to make us need to dodge anything, not even AOE, that way people can just sit in the middle of it and let the roll of the dice handle it.

However, adding moves like that to the sets, makes for more dynamic combat.

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By "dodging" , I meant a

By "dodging" , I meant a defense (something that either makes it harder for the enemy to hit or reduces the damage that is done) combined with a movement. The duration is negotiable; even the movement is negotiable. Just something that we can use a dodging animation (ideally one that varies depending on what actual movement your are doing) that need not be any more complicated than a dance or a roll or a serpentine to either side of your base course. We're talking aesthetics, here. ^_^

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There may not be "cover" in

There may not be "cover" in the sense of getting a defensive buff but we'll almost certainly have line of sight requirements for abilties.

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Foradain wrote:
Foradain wrote:

By "dodging" , I meant a defense (something that either makes it harder for the enemy to hit or reduces the damage that is done) combined with a movement. The duration is negotiable; even the movement is negotiable. Just something that we can use a dodging animation (ideally one that varies depending on what actual movement your are doing) that need not be any more complicated than a dance or a roll or a serpentine to either side of your base course. We're talking aesthetics, here. ^_^

Hmmm....

The following two are the only powers we have seen so far in the Super Agility protection power set.

Quote:

Superior Reflexes (tier 3): one of the tier 3 branch choices, you gain light evasion to melee attacks and defense to evasion debuffs. Each successful melee evasion creates a very light melee damage defense buff which will continue to stack over a short duration, and will either be cancelled when the duration expires, or when a successful melee hit occurs. This ability is permanent and costs no power to maintain.

Deftness (tier 5): When toggled on and maintained, you increase your evasion to melee, ranged, area attacks and defense to evasion debuffs. Any enemy entering within melee range will also have be affected by a light accuracy debuff. Recharge Swift.

Both of them are toggles. But since we can customize the aesthetics of our powers and if these are powers we can customize, then it would stand to reason that a rolly polly dodging aesthetic that moves the character around, sometimes rolling one way, sometimes rolling another, sometimes doing a stick-n-move to the left or right, etc. would be one of the aesthetic options that wpould engage and persist when the power is toggled.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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As part of the movement

As part of the movement mechanics, we could have the "double tap" of the movement keys to initiate that type of move. The caveat being that said movement would be visual ONLY and would have NO effect on combat mechanics.
It has already been stated by Tannim that there will be NO cover mechanics in game and To-hit rolls (to coin a phrase) will be made irrespective of movemment/cover.

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They could simply implement

They could simply implement those kinds of rolls/tumbles as emotes and then let people plug them into keybinds as desired.

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Brand X
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StellarAgent wrote:
StellarAgent wrote:

As part of the movement mechanics, we could have the "double tap" of the movement keys to initiate that type of move. The caveat being that said movement would be visual ONLY and would have NO effect on combat mechanics.
It has already been stated by Tannim that there will be NO cover mechanics in game and To-hit rolls (to coin a phrase) will be made irrespective of movemment/cover.

That would be perfect right there. :) Double tap forward or double tap back, maybe even double tap to the side!

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I want a big gorilla roar and

I want a big gorilla roar and chest pounding animation for toggles, not just for defense, like I can see someone justifying that as someone intimidating someone else and having a debuffing toggle on an enemy. You know what make it for single use powers to, I want a guy who can intimidate someone by roaring at them.

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Brand X wrote:
Brand X wrote:
StellarAgent wrote:

As part of the movement mechanics, we could have the "double tap" of the movement keys to initiate that type of move. The caveat being that said movement would be visual ONLY and would have NO effect on combat mechanics.
It has already been stated by Tannim that there will be NO cover mechanics in game and To-hit rolls (to coin a phrase) will be made irrespective of movemment/cover.

That would be perfect right there. :) Double tap forward or double tap back, maybe even double tap to the side!

As long as that "double tap for rolls/tumbles" was fully definable by keybind. I used double-taps in CoH for many other things based on different keybinds. I'd hate for that functionality to be "baked in" and not be changeable.

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Lothic wrote:
Lothic wrote:
Brand X wrote:
StellarAgent wrote:

As part of the movement mechanics, we could have the "double tap" of the movement keys to initiate that type of move. The caveat being that said movement would be visual ONLY and would have NO effect on combat mechanics.
It has already been stated by Tannim that there will be NO cover mechanics in game and To-hit rolls (to coin a phrase) will be made irrespective of movemment/cover.

That would be perfect right there. :) Double tap forward or double tap back, maybe even double tap to the side!

As long as that "double tap for rolls/tumbles" was fully definable by keybind. I used double-taps in CoH for many other things based on different keybinds. I'd hate for that functionality to be "baked in" and not be changeable.

For me especially so if they don't actually do anything other than make you roll.

"Let the past die. Kill it if you have to."

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Exactly. It would just

Exactly. It would just another movement animation. Just Movement. For those moments when you just have to roll behind some rocks.

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I need these animations in my

I need these animations in my body right now...

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this too

this too

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Lothic made a great post on

Lothic made a great post on the costume thread. I would like missiles for my Ranger attacks. shot from the forearm and from a pop-up shoulder mount.

Lothic wrote:
TheInternetJanitor wrote:

We all assume we'll have animations to swing a sword or fire a cannon. More intricate prop and costume part animations would be great though. There is a pretty common trope for mechs and robots to have hidden weapons and missiles under armor plates that flip or open up, for example. Having a power emanate from a chest, wrist, shoulder, or similar location would be easy enough. To really take the look to the next level though you would want props or costume pieces in that area that animate and can be linked to power emanating from that point.

This is a good point/idea. I guess a lot of it would depend on how precisely the Devs could allow for the exact "placement" of power emanation points. For example I'm sure many people might remember this cute little scene from one of the Iron Man movies:

For something like this to "work" in CoT it'd have to be linked to a power coming specifically from a point on his forearm related to a little pop-up launcher thingy. That'd likely have to be an animation pretty specific to an exact power and that specific costume item.

I guess we'll see exactly how many customizable emanation points we'll get to work with.

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One could also do it the same

One could also do it the same way Champions does it. It's not that you have a specific costume part that pops out when you use a power, it's that the animation itself creates the pop up and then fires the missle. Could be used for other powersuit/ cybernetic animations to. Like a cannon comes out your chest and fires a bazooka shot, a small gun pops out of your shoulder and fires a laser, stuff like that.

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notears wrote:
notears wrote:

One could also do it the same way Champions does it. It's not that you have a specific costume part that pops out when you use a power, it's that the animation itself creates the pop up and then fires the missle. Could be used for other powersuit/ cybernetic animations to. Like a cannon comes out your chest and fires a bazooka shot, a small gun pops out of your shoulder and fires a laser, stuff like that.

But in the world of CoT's "aesthetic decoupling" does the power come with a "baked in" animation sequence (as it sounds like you're implying CO does it) or should there be a way to have an "independent animation sequence" be available so that a player can choose it and then link ANY power to it independently? I'd vote for the later if at all possible.

So for example there ought to be a selectable emanation point that involves having a little launcher unit pop up from your forearm (like in the Iron Man example) but then we should be able to link ANY power to that so that it could look like a rocket launcher, a laser beam, a lightning bolt, a fireball or so on. A given power should not have a "baked in" animation and/or emanation point that could not be changed.

For lack of a better term I might call this an "animated emanation point".

CoH player from April 25, 2004 to November 30, 2012

notears
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Well I think it would be cool

Well I think it would be cool if it was like how they do animation style versus particle effects, like how you make a Force Blast ranger have an animation where he's shooting a blast from his hand or have him fire it out of a gun, and then you can have the particle effect either be a wave of force or a stone. Like if you wanted your shoulder mounted turret to shoot a laser, the animation would be the turret popping up and the particle effect would be the laser.

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notears wrote:
notears wrote:

Well I think it would be cool if it was like how they do animation style versus particle effects, like how you make a Force Blast ranger have an animation where he's shooting a blast from his hand or have him fire it out of a gun, and then you can have the particle effect either be a wave of force or a stone. Like if you wanted your shoulder mounted turret to shoot a laser, the animation would be the turret popping up and the particle effect would be the laser.

Right, I think we're both talking about the same thing more or less. Again I might call your "shoulder turret popping up" part the "animated emanation point".

CoH player from April 25, 2004 to November 30, 2012

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Right sorry... at any rate,

Right sorry... at any rate, we should be able to buy different pop up blasters, like a steampunk one, or a dungeonpunk one, or a biopunk one.

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notears wrote:
notears wrote:

Right sorry... at any rate, we should be able to buy different pop up blasters, like a steampunk one, or a dungeonpunk one, or a biopunk one.

Lol no need to be sorry - I just made up the term so that we can all know what everyone's talking about. The Devs would probably call it something different if they actually made these things. ;)

And sure if they made them they could probably make multiple cosmetic versions like you said.

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indeeds

indeeds

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I'd like the ability to put

I'd like the ability to put in a dodge effect, particle effect, block attack animation, or something that very quickly plays if you dodge/block an attack through the defense value. It wouldn't have to last very long, but someone briefly turning to smoke or bringing up a shield, or limboing out of the way of an attack is very in line with the way super reflexes look in most media.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Smoke dodge.

Smoke dodge.

Or perhaps turning into a log ninja anime style.

"Let the past die. Kill it if you have to."

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I want finger guns. I wanna

I want finger guns. I wanna run around like Yusuke Yurameshi and fire blasts from my finger tip

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Since MegaMan X I've had a

Since MegaMan X I've had a soft spot for the phase in out dodge.


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turett wrote:
turett wrote:

I want finger guns. I wanna run around like Yusuke Yurameshi and fire blasts from my finger tip

A Yu Yu Hakusho reference? You, sir/ma'am, win the internet this day.

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Smoke bombs for teleportation

Smoke bombs for teleportation, could be fun to see for a ranger's ranged attacks to.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
turett wrote:

I want finger guns. I wanna run around like Yusuke Yurameshi and fire blasts from my finger tip

A Yu Yu Hakusho reference? You, sir/ma'am, win the internet this day.

It's about time I win it :p

notears
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KNIFE TRICKS!!

KNIFE TRICKS!!

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these ones to

these ones to

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REPOSTED for correct forum:

REPOSTED for correct forum:

Have we gotten any info if we can color, or have multiple animations, for the "movement tails" from super speed, flight, etc?

I know we have power decoupling but travel animation is slightly its own topic so I was wondering if anyone has seen this addressed.

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I think that travel powers

I think that travel powers fall into regular powers when it comes to aesthetic decoupling. It would actually be harder to make travel powers have specific animation you can't change than to just make it so aesthetic decoupling stretches over to travel powers. I could be wrong though... can a dev come in and confirm or deny this?

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Blasts from fingertips are a

Blasts from fingertips are a strong desire for me. I’m planning to use lethality and one thing I really want to be able to do is display “rapid burst” as a series of energy blasts shooting from all of my fingertips in rapid succession.

Name: Safehouse
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Primary: Force Blast
Secondary: Atrophic Aura
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Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Safehouse wrote:
Safehouse wrote:

Blasts from fingertips are a strong desire for me. I’m planning to use lethality and one thing I really want to be able to do is display “rapid burst” as a series of energy blasts shooting from all of my fingertips in rapid succession.

So are you talking about like one beam collectively merging from all five fingers of the hand firing multiple times or are you talking more like a single beam from each finger one at a time like having 5 gun barrels firing in succession?

Just curious because you seemed to get fairly specific about the "fingertips in rapid succession" thing.

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Lothic wrote:
Lothic wrote:
Safehouse wrote:

Blasts from fingertips are a strong desire for me. I’m planning to use lethality and one thing I really want to be able to do is display “rapid burst” as a series of energy blasts shooting from all of my fingertips in rapid succession.

So are you talking about like one beam collectively merging from all five fingers of the hand firing multiple times or are you talking more like a single beam from each finger one at a time like having 5 gun barrels firing in succession?

Just curious because you seemed to get fairly specific about the "fingertips in rapid succession" thing.

I was thinking more “single beam from each finger”. Think of it like with Assault Rifle in CoH. “Burst” shot a rapid series of rounds, semi-automatic style. This would be like that but with each “round” shooting from a different finger.

That said the first thing you mentioned (beam from all five fingers firing multiple times) sounds really cool too.

I say these things acknowledging they might not be feasible or cost effective to build. I can’t pretend to know how hard or easy it would be for each finger on each hand to be its own emanation point, but I can imagine it would be a pretty big lift.

For some background - I’m a writer of sci-fi and fantasy who is currently working on a series. Some of my requests - while I understand are a bit wild and extreme - are from my fevered fantasy brain :)

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Lothic
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Safehouse wrote:
Safehouse wrote:

I was thinking more “single beam from each finger”. Think of it like with Assault Rifle in CoH. “Burst” shot a rapid series of rounds, semi-automatic style. This would be like that but with each “round” shooting from a different finger.

[...]

I say these things acknowledging they might not be feasible or cost effective to build. I can’t pretend to know how hard or easy it would be for each finger on each hand to be its own emanation point, but I can imagine it would be a pretty big lift.

For some background - I’m a writer of sci-fi and fantasy who is currently working on a series. Some of my requests - while I understand are a bit wild and extreme - are from my fevered fantasy brain :)

That's cool. I wouldn't say that idea would be impossible but it would likely be relatively complicated. The game would have to keep track of a sequence of animations to make it look like each finger was firing off one at a time. Who knows, they might offer something like that eventually.

Safehouse wrote:

That said the first thing you mentioned (beam from all five fingers firing multiple times) sounds really cool too.

Yeah the way I pictured that was to imagine something that starts kind of like this:

but instead of remaining separate beams they would merge together like the Death Star firing off its main beam weapon like this:

CoH player from April 25, 2004 to November 30, 2012

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(No subject)

Edit: seems Lothic beat me to my second image

"Let the past die. Kill it if you have to."

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Lothic wrote:
Lothic wrote:

That's cool. I wouldn't say that idea would be impossible but it would likely be relatively complicated. The game would have to keep track of a sequence of animations to make it look like each finger was firing off one at a time. Who knows, they might offer something like that eventually.

Yeah I see what you mean.

Keeping track of a sequence of animations... I understand you have to code for that, but i would imagine that would also be a graphics, server, and processor load increase right?

One thing I’ve learned as a project manager is that I’m never afraid to bring suggestions (either from myself or my project team) to developers (even if I have a sense as to what the answer will be), and I’m always prepared for a ‘no’. Best case scenario the dev says “dude that’s actually not a problem” and the thing I wasn’t going to bother to ask for becomes reality!

I can live with a “maybe eventually” in this case. If I could get just one fingerblast I’d be content :).

Lothic wrote:

Yeah the way I pictured that was to imagine something that starts kind of like this:

but instead of remaining separate beams they would merge together like the Death Star firing off its main beam weapon like this:

Yup. Yup yup yup. Count me on board for this!

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Project_Hero wrote:
Project_Hero wrote:

Edit: seems Lothic beat me to my second image

Now we’re talking! FINGERBLASTS! Fingerblasts for days!

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Yeah you can't go without at

Yeah you can't go without at least a single finger beam.

SPECIAAALLLLL BEEEEEAAAAMMMM CANNOOOOOONNNNNNNN!!!


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desviper wrote:
desviper wrote:

Yeah you can't go without at least a single finger beam.

SPECIAAALLLLL BEEEEEAAAAMMMM CANNOOOOOONNNNNNNN!!!

Which reminds me, I hope the option to give energy blasts “spin” will be there. Nothing says “pierce through your opponent” like a rapidly spinning beam of energy that ends in a point.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Thinking about these cool

Thinking about these cool beam animations reminded me of one from the classic 1980 Flash Gordon movie.

There was a super short scene where a "heavy blaster" type gun was used by Prince Barin (starting at the 0:10 mark). I always though the beam it produced as well as the look of the gun itself was cool. Sadly I think this quick scene was the only time we ever saw it in the movie:

Basically it'd be cool if we could get that beam effect in CoT (as well as a gun like that as a prop).

CoH player from April 25, 2004 to November 30, 2012

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Lothic wrote:
Lothic wrote:

Thinking about these cool beam animations reminded me of one from the classic 1980 Flash Gordon movie.

There was a super short scene where a "heavy blaster" type gun was used by Prince Barin (starting at the 0:10 mark). I always though the beam it produced as well as the look of the gun itself was cool. Sadly I think this quick scene was the only time we ever saw it in the movie:

Basically it'd be cool if we could get that beam effect in CoT (as well as a gun like that as a prop).

Ooo that was cool. The ring, pulselike effect looked neat. And I agree - not a half bad looking gun.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

StellarAgent
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I forget if this has been

I forget if this has been mentioned before, but I would like to have the ability to assign "Handedness".

I am a Southpaw living in a Northpaw world and a lot of the time I am annoyed that I can't create a Left-handed character.

When I envision an action scene it is always from the point of view of a Lefty. Then reality slaps me in the face and kills my sense of immersion.

I want the Sword in the Left and the Shield on the Right. I'm used to shell casings slapping me in the face because 99% of the rifles out there are made for right handed use, but I was ecstatic when they made some weapons with safeties on both sides of the stock. I want to hold the arrow in my Left hand and the bow in my right, etc, etc.

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In place of a single energy

In place of a single energy blast, I would like a dozen tiny missiles launching from my back, arcing around me to strike a single target in front of me.
--while leaving little temporary con trails.

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Cyclops wrote:
Cyclops wrote:

In place of a single energy blast, I would like a dozen tiny missiles launching from my back, arcing around me to strike a single target in front of me.
--while leaving little temporary con trails.

I think you're referring to an Itano Circus.


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Huckleberry wrote:
Huckleberry wrote:
Cyclops wrote:

In place of a single energy blast, I would like a dozen tiny missiles launching from my back, arcing around me to strike a single target in front of me.
--while leaving little temporary con trails.

I think you're referring to an Itano Circus.

I'm sure that has been suggested, or at least talked about, before but under the name Macross Missile Massacre.

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How big or flashy do you plan

How big or flashy do you plan on making animations/powers? One of my favorites was in Marvel Heroes using Scarlet Witch's Chaos Warp. I can't state just how much I loved this animation. It was just absolute joy to use. Would this be too much to do in this type of gameplay versus an ARPG?

Or something from failed Project Awakened. I really hope that CoT ends up looking somewhat like what this game had planned. So sad they never finished it. Look at about 30 seconds in for another example of what I consider a huge flashy animation.

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I'd love that Chaos Warp

I'd love that Chaos Warp animation for something a kin to a temp invunerablity or temp shield from defense sets (ie...+Resist or Take No Damage for 30 seconds) types of powers.

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I'd really like for there to

I'd really like for there to be a "bulky" set of animations for running, attacking, and walking around. I feel like the power armor animations from Fallout 4 do a lot in that regard - movement has more momentum and weight behind it, suggesting that the character is very heavy, and the gait is long and powerful.

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Halae wrote:
Halae wrote:

I'd really like for there to be a "bulky" set of animations for running, attacking, and walking around. I feel like the power armor animations from Fallout 4 do a lot in that regard - movement has more momentum and weight behind it, suggesting that the character is very heavy, and the gait is long and powerful.

Maybe they could give us a simple slider control to adjust the basic "speed" of the motion animation. I don't mean our character's movement speed over ground, I mean the speed of the character's motions -while- moving. This might provide at least the vague appearance of either being "massively heavy" or "spritely nimble".

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While you're not wrong,

While you're not wrong, Lothic, I feel like there's more to the animation of being bulky than you're talking about here. Just slowing down standard animations wouldn't be enough to convey things

For instance, have you ever made a character in a game with a puffed out skirt? A lot of the time, the hands of the character will clip through said skirt. The same is true for fat characters and, in this case, ones wearing bulky power armor. Take a look at that character's right arm in the gif - if it was held close to the body like a normal running stance, the arm would be grinding up against the other plating. The way the body bounces also isn't natural to a standard runner's body - it's focused on the mass of the character, which moves down and back up

This is a whole other animation set than a standard body animations, and would look super weird on a base body, but a standard animation set would also look weird on a very bulky body. Not every animation would have to be changed, but the standing, run cycle and that sort of thing would have to be made to work with it.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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So I was thinking of a future

So I was thinking of a future character (technically a past OC) that would be a blaster. The beam would be a simple laser but instead of travelling from point A to point B it would exist instantly spanning from both points like a real laser and disperse instantly. I would award bonus points for having some sort of after image hanging in the air along the path of the beam that didn't move with the caster or the target.

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If you want to see a good

If you want to see a good difference between bulky animation and non bulky watch scenes from Pacific Rim 1 vs Pacific Rim 2.
The robots in PR1 were HEAVY.
The robots in PR2 were anime mechs

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Halae wrote:
Halae wrote:

While you're not wrong, Lothic, I feel like there's more to the animation of being bulky than you're talking about here. Just slowing down standard animations wouldn't be enough to convey things

For instance, have you ever made a character in a game with a puffed out skirt? A lot of the time, the hands of the character will clip through said skirt. The same is true for fat characters and, in this case, ones wearing bulky power armor. Take a look at that character's right arm in the gif - if it was held close to the body like a normal running stance, the arm would be grinding up against the other plating. The way the body bounces also isn't natural to a standard runner's body - it's focused on the mass of the character, which moves down and back up

This is a whole other animation set than a standard body animations, and would look super weird on a base body, but a standard animation set would also look weird on a very bulky body. Not every animation would have to be changed, but the standing, run cycle and that sort of thing would have to be made to work with it.

I never said my "motion speed slider" would be the best solution to your concern here. I did imply it would be the simplest to implement.

Also for what it's worth if the Devs ever managed to create multiple animation sets as you're suggesting I'd want the option as the player to be able to apply any animation scheme to any body type, even if that counter-intuitively let me put the "bulky" animation on a Tinker Bell or the "petite" animation on a Hulk.

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that's basically what I'm

that's basically what I'm hoping for, yeah. i just want a "bulky" animation set to be available for people to have access to - if that, by contrast, means there'd be a 'pixie' animation set, well that's fine too. Statistically speaking, people almost always go for what they think looks "cool" or "right", rather than what's funny (aside from a two minute thing of playing around, anyways)

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Halae wrote:
Halae wrote:

that's basically what I'm hoping for, yeah. i just want a "bulky" animation set to be available for people to have access to - if that, by contrast, means there'd be a 'pixie' animation set, well that's fine too. Statistically speaking, people almost always go for what they think looks "cool" or "right", rather than what's funny (aside from a two minute thing of playing around, anyways)

Oh to be sure if there were say three animation style choices (bulky, normal and pixie) I would likely pick the "right" one that fit a given character like 99% of the time. But I'd still want the option to do something unexpected with this (i.e. let's say my 3 foot Sprite is made of "living lead" that makes him weigh 500 pounds thus despite being small/thin would make him move like he was "bulky").

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Mix element types with power

Mix element types with power animations.

Fire + Ice Fists (kicks?)
Fire + Energy Fists (kicks?)
Fire + Ice blast. Perhaps with the two elements intertwining each other as they race towards their target.
Energy + Ground. Chucks of ground ripped up and pulsing with energy.

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Brand X wrote:
Brand X wrote:

Mix element types with power animations.

Fire + Ice Fists (kicks?)
Fire + Energy Fists (kicks?)
Fire + Ice blast. Perhaps with the two elements intertwining each other as they race towards their target.
Energy + Ground. Chucks of ground ripped up and pulsing with energy.

Great suggestion, but I'm wondering how they would be able to mix'n'match. One option (though they've already said adding auras to weapons is hard) would be to take a prefab projectile (icicle, fireball, rock) and add an aura to it (fire, ice, dust).

I also want to add electrified earthen chunks.


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I wasn't thinking mixing in

I wasn't thinking mixing in the player mixes. I was thinking of already mixed animations for players to choose. :)

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could be cool to have both

could be cool to have both

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I just find a trailer of

I just find a trailer of Cyberslav and i really like the weapon used by the "priest". I want one in CoT ! Or something like that :D

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TitansCity wrote:
TitansCity wrote:

I just find a trailer of Cyberslav and i really like the weapon used by the "priest". I want one in CoT ! Or something like that :D

I am with you. That, or something like it, would be totally awesome.


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Look, if we're going to start

Look, if we're going to start adding Anime weapons, I want a freaking Zanpakuto. Particularly Senna's Mirokumaru

http://bleach.wikia.com/wiki/File:Mirokumaru%27s_Shikai.gif

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Huckleberry wrote:
Huckleberry wrote:
TitansCity wrote:

I just find a trailer of Cyberslav and i really like the weapon used by the "priest". I want one in CoT ! Or something like that :D

I am with you. That, or something like it, would be totally awesome.

I'd take Wolfwood from Trigun over that any day :D

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JWBullfrog wrote:
JWBullfrog wrote:

Look, if we're going to start adding Anime weapons, I want a freaking Zanpakuto. Particularly Senna's Mirokumaru

http://bleach.wikia.com/wiki/File:Mirokumaru%27s_Shikai.gif

I'd like all the Bleach weapons pls, there's no such thing as too many swords :D

And with that in mind, I'd like animations where you have a variety of swords orbiting the character. One set where the character takes one at random and strikes in melee, and another where they're fired off ballistic style :)

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I think waepon animation are

I think waepon animation are probably really hard to make ^^ It's like creating an animation (weapon) on an animation (character's animation).
I guess this kind of things, if it can be done, will be in a few years after launch :)

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I think of it as an effect, a

I think of it as an effect, a potential aura, and an animation of grabbing something and striking. The sword effect may vanish or shrink, rather than have a specific weapon being missing.

Besides, this is a wish list, don't be a buss kill ;p

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TitansCity wrote:
TitansCity wrote:

I think waepon animation are probably really hard to make ^^ It's like creating an animation (weapon) on an animation (character's animation).
I guess this kind of things, if it can be done, will be in a few years after launch :)

Weapons in the form of props will hardly be a problem in terms of animations since I don't see them using a system where every prop would needs its own unique animation, especially when you consider the "assemble your own prop" system they have bought.

Now weapons as part of an "orbiting aura" was stated that they would need to build a unique animation for each weapon/item used since, if I understand it correctly, those weapons aren't the same type of "item" as props and such are and thus aren't interchangeable on the same level.

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(No subject)

https://i.imgur.com/VAWK039.gifv

Couldn't get it to load, but we need this for an animation for build up style power!

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I wonder if you could have

I wonder if you could have some animation with high leaps, like in anime ?

and i hope we'll have that like a fx props :

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TitansCity wrote:
TitansCity wrote:

I wonder if you could have some animation with high leaps, like in anime ?

and i hope we'll have that like a fx props :

Rapid fire punch!! add darkness effects and you have the old COH darkness power,,,,I forget its name

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Cyclops wrote:
Cyclops wrote:
TitansCity wrote:

I wonder if you could have some animation with high leaps, like in anime ?

and i hope we'll have that like a fx props :

Rapid fire punch!! add darkness effects and you have the old COH darkness power,,,,I forget its name

You're probably thinking of Sands of Mu.

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I haven't gone through this

I haven't gone through this entire thread but has anyone suggested alternate knockback reaction animations? Instead of just a random ragdoll, splayed out on the floor and knocked back a few feet, can we possibly get animations where the hero gets knocked back but is still on his/her feet? I'm thinking animations where they dig in their feet and leave gouges in the floor as they attempt to slow their velocity. Or dig their hands or claws into the ground, also leaving gouges in the floor as they slow themselves down. You are still essentially soft controlled but it looks more heroic than being tossed around like a piece of trash.

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SavageFist wrote:
SavageFist wrote:

I haven't gone through this entire thread but has anyone suggested alternate knockback reaction animations? Instead of just a random ragdoll, splayed out on the floor and knocked back a few feet, can we possibly get animations where the hero gets knocked back but is still on his/her feet? I'm thinking animations where they dig in their feet and leave gouges in the floor as they attempt to slow their velocity. Or dig their hands or claws into the ground, also leaving gouges in the floor as they slow themselves down. You are still essentially soft controlled but it looks more heroic than being tossed around like a piece of trash.

This is an interesting idea that I'm pretty sure no one has mentioned before.

Maybe to add to your idea the Devs could let us define the "weight" of our characters. The only "non-cosmetic" purpose of this value would be that it would help define how your character reacts to being knocked back. Again like you said something like this weight factor would not prevent/protect you from getting knocked back but it would help the game "assign" the style of knockback animation you want to see on your character.

For instance let's say you want to play a tiny fairy type character that only weighs like 20 pounds. When this character gets knocked back it might pretty much always use the "ragdoll" animation to show that. On the other hand if you want to say your character weighs 1,000 pounds your knockback animation might just have you take a step or two backwards. Again this would just be the "cosmetic appearance" of the knockback effect - if your character gets knocked back they would still suffer the same "functional effects" of the knockback no matter how much your character weighs. The weight value simply provides the game a range of appropriate looking animations to represent your knockback.

Ideally the game will provide us several cosmetic knockback animation styles to choose from regardless.

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Lothic wrote:
Lothic wrote:
Cyclops wrote:
TitansCity wrote:

I wonder if you could have some animation with high leaps, like in anime ?

and i hope we'll have that like a fx props :

Rapid fire punch!! add darkness effects and you have the old COH darkness power,,,,I forget its name

You're probably thinking of Sands of Mu.

Shadow Maul from Dark Melee :p

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Can we attach a WHAAATATATATA

Can we attach a WHAAATATATATA! On that? It doesn't work otherwise ;)

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Brand X wrote:
Brand X wrote:
Lothic wrote:
Cyclops wrote:

Rapid fire punch!! add darkness effects and you have the old COH darkness power,,,,I forget its name

You're probably thinking of Sands of Mu.

Shadow Maul from Dark Melee :p

Yep that was pretty much the clone of Sands of Mu (both were negative energy melee cone attacks) with the added benefit of being slottable with enhancements. :)

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Cyclops wrote:
Cyclops wrote:
TitansCity wrote:

I wonder if you could have some animation with high leaps, like in anime ?

and i hope we'll have that like a fx props :

Rapid fire punch!! add darkness effects and you have the old COH darkness power,,,,I forget its name

Flurry was a lot like that too, from the Speed Power Pool.
https://paragonwiki.com/wiki/Speed#Flurry

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All three powers Sand of Mu

All three powers Sand of Mu Shadow Maul and Flurry used the same animation. I think there may be a 4th power on the villain side. These were the basis of some "Buzzsaw" builds, where these three (two) powers would be slotted to the max and used as the primary attack powers.

I'd be interested in an animation theme that included a series of rapid blows. So you could recreate a buzzsaw character with a bit more depth.

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Grimfox wrote:
Grimfox wrote:

All three powers Sand of Mu Shadow Maul and Flurry used the same animation. I think there may be a 4th power on the villain side. These were the basis of some "Buzzsaw" builds, where these three (two) powers would be slotted to the max and used as the primary attack powers.

I'd be interested in an animation theme that included a series of rapid blows. So you could recreate a buzzsaw character with a bit more depth.

Not sure about a "villain side only" version of this power but there was definitely a temp version of this power that anyone could get (IIRC) as a reward for doing a certain mission/trial. So between the Vet power, the Temp power, the Speed pool power and the Dark Melee power I suppose you could have had as many as four versions of this same basic attack on one character. ;)

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Ravrohan wrote:
Ravrohan wrote:

Can we attach a WHAAATATATATA! On that? It doesn't work otherwise ;)

Agree !! :D

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Grimfox wrote:
Grimfox wrote:

All three powers Sand of Mu Shadow Maul and Flurry used the same animation. I think there may be a 4th power on the villain side. These were the basis of some "Buzzsaw" builds, where these three (two) powers would be slotted to the max and used as the primary attack powers.

I'd be interested in an animation theme that included a series of rapid blows. So you could recreate a buzzsaw character with a bit more depth.

I was first introduced to the term 'buzzsaw' for builds when it came to PvP, and it had also to do with maximizing procs due to their damage not being blocked by the damage cap. I briefly took a Dark Melee/Regen character into RV to test it out, and while it wasn't Shadow Maul that I used (pretty sure it was Smite as long animations were not popular for PvP), when it did hit and all the procs fired, the damage was enough to instantly kill the person I was fighting. I thought it was impressive but procs being what they were, and since I rarely PvPed, I never saw it happen again.

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It's been mentioned before I

It's been mentioned before I think, but a Captain America shield toss would make a great animation for a ranger tertiary power.

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It's been awhile and that

It's been awhile and that wasn't a build that I ever really looked into so I could be mistaken in the origins of the term. I thought it was called buzzsaw in relation to the power FX or how the damage points coming off the target looked like sawdust. *shrugs*

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Radiac wrote:
Radiac wrote:

Cyclops mentioned Swinging as a travel power above. I still hate that as a "go anywhere" travel power, as it would patently not work over flat terrain, water, or anywhere else that doesn't provide you with obvious places to attach a web or grapnel, etc. If the idea is to anchor the rope or whatever in mid air, that just sucks, to me. It would look extraordinarily goofy and wrong, like wings that let you fly but don't flap.

Just my opinion.

Skyhooks. theyre a thing. even in real life they're theoretically possible. (Space elevators)

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ZeeHero wrote:
ZeeHero wrote:
Radiac wrote:

Cyclops mentioned Swinging as a travel power above. I still hate that as a "go anywhere" travel power, as it would patently not work over flat terrain, water, or anywhere else that doesn't provide you with obvious places to attach a web or grapnel, etc. If the idea is to anchor the rope or whatever in mid air, that just sucks, to me. It would look extraordinarily goofy and wrong, like wings that let you fly but don't flap.

Just my opinion.

Skyhooks. theyre a thing. even in real life they're theoretically possible. (Space elevators)

Web shooters with an orbital reach. I like that.

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ZeeHero wrote:
ZeeHero wrote:
Radiac wrote:

Cyclops mentioned Swinging as a travel power above. I still hate that as a "go anywhere" travel power, as it would patently not work over flat terrain, water, or anywhere else that doesn't provide you with obvious places to attach a web or grapnel, etc. If the idea is to anchor the rope or whatever in mid air, that just sucks, to me. It would look extraordinarily goofy and wrong, like wings that let you fly but don't flap.

Just my opinion.

Skyhooks. theyre a thing. even in real life they're theoretically possible. (Space elevators)

Web shooters with an orbital reach. I like that.

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This may not be useful in

This may not be useful in gameplay for effects which directly target you but every mmo has aoe zones of some kind to avoid with very few exceptions and it could be great for that! a tap to dodge roll I mean.

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Grimfox wrote:
Grimfox wrote:

All three powers Sand of Mu Shadow Maul and Flurry used the same animation. I think there may be a 4th power on the villain side. These were the basis of some "Buzzsaw" builds, where these three (two) powers would be slotted to the max and used as the primary attack powers.

I'd be interested in an animation theme that included a series of rapid blows. So you could recreate a buzzsaw character with a bit more depth.

Indeed! I used the buzzsaw build along with absorption powers of Dark Melee to make a pretty physically active super speedster. She got even better when you were able to tint the color of the powers. I tinted all the Dark Melee powers to match Flurry's coloring XD

On the edge of your Perceptions......
Turn away and feel his hand upon your shoulder.....
Look for him and he shall not exist.....
in the middle of the crowd....lost in the faces....
Stands a Figure....of Gray......

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