Art, Areas, and Effects Feedback Forum
The Coves - run-throught area without any practical or quest useage
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" LOL, POST OF THE YEAR So sad I missed it for so long. |
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" My thoughts exactly on the scion looking like a stroke patient: (http://www.pathofexile.com/forum/view-thread/953980) As far as the topic goes, can you please spend more time on spell effects like Firestorm and make them awesome? I posted some suggestions here: http://www.pathofexile.com/forum/view-thread/13708/page/33 and here where I basically suggest taking a page from how Blizzard executed Meteor from D2: http://www.pathofexile.com/forum/view-thread/970010 Right now the spell should be renamed to 'Flame Trickle' or something because it looks so bad (flat trajectory, machine-gun sound, repeating animation) with respect to its name. A Google image search may provide inspiration for what meteor shower or firestorm should look like. Please spend more time on sound like in the case of Storm Call, the second stage is done well enough, but the first stage where you first cast you just hear this cliche 'buzz, buzz, buzz, buzz' and it just has no epic sfx impact of any kind for the awesomeness that is about to rain down. Again, the way the artists executed D2s Meteor is a paradigm for these types of epic spells (timing, sound, etc.). Thanks! ✰CARD✰ The Survivalist I can’t buy any more big supporter packs because the forum only supports showing 7 legacy tags. Last edited by cgexile#1534 on Jul 16, 2014, 6:46:57 PM
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" We tried angling firestorm. It used up to 3 times as much screen space and looks kinda stupid. The animation is fast because it already covers a lot of your screen. Slowing it down would make that even worse. If you want a meteor styled thing then there's always the mtx. Im guessing you aren't suggesting making firestorm one big meteor because that really makes no sense. I actually need to shrink down firestorm and make it more like this : . Currently it's really cluttered when this is getting spammed all over the place. We just were not really sure how it was going to be used when we first made it. It did get made back in alpha. I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept? |
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" I think that would look cooler, sort of like flaming hailstones - instead of meteors coming straight down like it is now. |
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" Christ yes, and it's literally filled with *the* most annoying enemies in the entire game. Tar-on-death Zombies? Check! Two-Form Crabs? Check!! Blood Spitting Avian Retches? Check!!! It's only saving grace is that it is relatively easy to run through the map with a Quicksilver or two and that there is a waypoint right at the start of the next map. Sigh.... at least it doesn't have Necromancers :D |
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The Puncture skill is a little bland, and by that it has no visual effect.
It's indistinguishable from an ordinary attack, which is esp evident with the bow. Which in turn makes it rather hard to see where your shooting. This is ok with skills like Barrage or Split Arrow, since the shear number of arrows makes it easy enough to see where your firing, and you generally just fire and forget with these skills anyway. Missing an arrow or two doesn't matter. But Puncture I feel is a skill your better off shooting singular strong arrows, which in turn do more damage. Give them Piercing and your set. I'd rather not have to use Multiple Projectiles just in order to see where I am shooting. What I'd like to see is some sort of bloody aura visual effect, both with the bow and melee versions. |
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Great job on the ghost hitsparks. I dig the purple looking effect!
Are there any plans for mtx hitsparks? My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series. http://www.youtube.com/watch?v=zP2ejhudUlU ig: Witchfire_The_Unholy Last edited by Diablo1reborn#2842 on Aug 27, 2014, 4:22:59 PM
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Hi there! So, i have a few syggestion about textures. Love your textures, great detail, and no visible tling on landscape, really amaze me. But there are few thing that bugs me out, though not critically. First, sand. Sand on the shores too SHINY. I know its probably to simulate Wetness, but maybe tone down specular map?
Here some screenshots.
Spoiler
Overall sand looks good imo, only this SHINY thing freak me out. Heres. Look at the floor. Its so detailead and realistic. Then look ate the walls/stones. Normal maps/or specular maps details needs to be increased. I love this grass, really good when it swing and stuff. But (IMHO) it would be much better if this grass would be less "fat" This... i dont get it. Why create such dark and cool wals, and make the floor so much different in brightness? Maybe make it darker, would be pretty f@@@@@@ Neeto. Last edited by The17nth#5874 on Sep 3, 2014, 4:33:53 PM
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Is any work being done on the item artwork? The only set finished are the helmets.
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