Post aura rage here. I will lock any other aura thread I see.

only aura i don't like is purity. everything else is fine. i liked the spinning purity colors :(
IGN: uez
The big benefit from the new auras is I can now actually see the mobs I'm hitting.

With the old auras all the small mobs (monkey, carrion bugs,snake, that sort of thing) were completely obscured. The only way to hit them was to hover the mouse around, hope for a nameplate to appear then click it, or to keep backing up so they weren't covered in a massive aura.

Determination was the worst offender and I am very glad to see it removed.

These auras are certainly not prettier, but they are nicely functional and correct one (of a number) of frustrations playing melee.
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cronus wrote:
old auras never really fitted into the game as they were often too bright and cartoonish. in dark environments the char looked like a running torch.

for the new animations: haven't really looked into all auras but the ones i saw (wrath, anger) looked rather cheap (or max optimized for performance on older computers).

i could imagine some new art which does look precious and special but at the same time fits into (and adds to) the supposed gritty athmosphere of the game.

i ack the change of the aura being around the char rather than on the ground so that it's visible in water.


My early blush is that they went a bit too far in trying to trim down the aura effects. Auras are by definition ethereal, insubstantial, formless phenomena - the "borders" on the new graphics seem too sharp and crisp. I'm going to play for a few hours and see if I can offer something more substantive in the way of feedback; hopefully there is a middle ground between form and function.
"Experience is the best teacher,but there's only one seat in his classroom."
Play with honour and show some class - www.theAmazonBasin.com
Last edited by OldeSchool#5333 on Apr 8, 2013, 7:16:36 AM
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Skitzi wrote:


I would rather the entire aura graphic removed. I'd settle for keeping the buff icon on the upper left of the screen. No aura graphic is better than this.


This would be great, can't bear to look at the auras as they currently are.
we live in 2013, the gamegraphic is not good everyone no this but now....

oh my god, the new auras looks like a 3 year old drawn it with pen and paper...

why they did not give users the option to turn it on or off.....

they really should fix the fucking desync problems that killed my 48ranger and my 36 duelist...

no sense in playing hc...

but sometimes i think it doesnt matter because if you are playing in a group of 4-6 player you didnt see anything anymore, totally overload
Last edited by Jirai#0960 on Apr 8, 2013, 6:53:43 AM
+1 Graphics option!

Hula hoops are fine, if you're a girl.....in kindergarden.
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Jirai wrote:
we live in 2013, the gamegraphic is not good everyone no this but now....


The game-engine is performance-wise one of the worst out there atm. So reducing the main reasons that bring the engine to it's knees is the first strep to improve the overall performance of the game.
You can make fancy effects that run smooth when using Unreal Engine and stuff, but if this one here can't handle it, it's better to look like D2 than to run like Crysis 3 on an Atari2600.

So +1 to the new Auras
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
Last edited by Darkrox#0968 on Apr 8, 2013, 7:05:00 AM
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Jirai wrote:
oh my god, the new auras looks like a 3 year old drawn it with pen and paper...

I must admire your talent. When I was 3 years old I could draw something like this:
Spoiler


Apparently you were able to draw something like this:

Respect.
✠ ✠
Last edited by wiggin#5896 on Apr 8, 2013, 7:10:09 AM
My main issue with the auras is many of the effects look like satellites orbiting around the player, rather than auras emanating from the player. The old Clarity, Discipline and Vitality were the best at this, they were subtle effects that flowed out from your character. But now there are too many circular, clockwise spinning effects, making everyone look like a vortex.

And as mentioned in a previous post, the form does not follow function. I really like the new skill gem art, because the icon reflects what the skill is about. When you see lots of jagged lines around your gem, you know it's a lightning skill. Lots of heads/skulls on the icon tells players that it's a summon skill.

The old auras did a great job of this. Grace was fast lines, indicating swiftness and evasion. Vitality was a pulsating red, reminding you of the colour of health/life in the game. Haste was a swiftly flickering green for dexterity. Unfortunately the way the new auras are designed, there isn't enough "language" contained inside them for players to get an idea of what they do. They are too similar and too simple. I believe a compromise can be met somewhere between the old and new.
Looking at the screenshots they seems a bit... well, the old ones look much better. Nevermind, an option to display High/Low performance of auras would be much better than this ;)
♠RaGoN♦

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