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  1. #1
    Community Member
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    Aug 2019
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    4

    Default Wizard - Appearance / Cosmetic (Pet and Spellsword effect)

    I've never played a wizard, but I made one recently. This isn't about game play or abilities; I'm a designer and I tend to look at things from that standpoint, so this is purely about appearances.

    The skeletal knight: the model looks somewhat silly (and dated) with its constant overdone "dancing" as if it's just about to enter combat any second and is a bit of a joker about it, even in public areas. Can't it respond a bit to its current surroundings? In public areas, just have it stand with minor movements like PC's have. Maybe have it examine its weapon and shield every few minutes (i.e. sight down the blade like it's checking it out), look around, and then go back to just standing with tiny movements like a PC. Make it look grim and deadly, not silly. In a dungeon it should only assume the combat dance (which could be more of a "stance" than a "dance") when an enemy comes close enough. The model itself is a little disappointing. Look at the necro greater skeleton knight pet in Rift, for example. It looks noble and ominous, like the undead form of a veteran fighter, and it doesn't dance around like a fool all the time.

    Skeleton 1.JPGSkeleton 2.JPG

    When summoned: "Skeleton knight salutes player" Except it doesn't salute. It quickly glances around and then assumes the silly dance, right in your face. How about when first summoned it steps a few feet away from the player so it's not on top of them, faces them, and does a sword salute? When using the "teleport to me" command, it should still appear right on top of the player, as it currently does, so you can do accurate positioning.

    Pet naming: let us assign a name to the skeleton pet. I don't think you should bother worrying about forcing the name to be unique. I'd rather see several pets with the same name than see names like "Lancelot123".

    Eldritch Knight spellsword effect: it's cool that the player's hands show the effect, but it would be even better if it also made the entire weapon glow with a similar effect. The weapon lists in inventory as being affected by fire/acid/etc. so how about making it look that way? You already have fire/acid/cold/electric effects that can be applied to every weapon model; just use those.

  2. #2
    Community Member False_Gods's Avatar
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    Apr 2019
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    Quote Originally Posted by Shoka View Post
    Eldritch Knight spellsword effect: it's cool that the player's hands show the effect, but it would be even better if it also made the entire weapon glow with a similar effect. .
    Fire looks good.. please consider doing away with the giant 'rings' on the other ones.. they are too much. They are like giant gaudy earring hoops. And the effect around the hands is good... no need to make it even bigger by putting it on the weapon.. Subtlety goes a long way.

  3. #3
    Community Member
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    Apr 2013
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    2,032

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    It'd require some work, but I'd support the skeleton knight's appearance changing to grow as it levels up, much like the other pets do.

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