Honestly this really BUGS me and makes me a little mad.
I get it might not be in the budget or what not.
But it’s insulting that all melee weapon wielders heroes seem to have the same weapon melee animations.
(Including Genji) Just seems lazy and uninspired.
…
Meanwhile Orisa swinging her spear like she is LU BU… (real reason Orisa is meta)
(seriously
, how is there not more Animations in a game based around Animations.)
???
I don’t think you at all are getting where I am going with this.
I am saying the weapon attack animations need to be different.
Something other then huge up and down swings.
Look at the second video.
- Guitar Smash overhead
- Thrown boomerang melee weapon that does CC
- SelfHeals through applying a damage over time effect on enemies
- A shout AOE effect that helps the team
Why did you post the other? It’s misleading
Cause that is more focused on the visuals
…And this topic isn’t about visuals.
(why I value anime over cartoons)
(edit: the missable video by GF
The rules guiding muscle mechanics might play a heavy role in the animations. A large wind up and downwards swing is the most efficient leverage the human body can output for that kind of tool. And they still got variance. JQ does an overhead, Genji does diagonal, and Rein uses horizontal momentum.
It would be cool to have more animation flairs though. Or perhaps just animation variance. But I suppose variance would make it harder to read, and too much flair could clash with the OW artstyle & feel artificial. Too much flair could also negatively influence startup/end lag, which is important for a multiplayer competitive game.
In short, the OW art/animation team is not one I’m largely critical of. So far. I’m gonna watch these videos, see if they change my mind.
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With OWL pretty much dead, you should drop the competitive part.
Honestly Blizz needs to stop pushing that button till after all heroes are mechically equal and fun to play.
These limits really been killing this game.
Bleeding edge looks fun because of this… (Guessing Covid killed it right?)
Edit yep, just check and saw the 75% off price tag
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Well, for the Nidhogger guide, I am still noticing the character’s 1st melee hit is almost always an overhead swing as well.
The flair comes with the latter combos, which is where the issue lies. In a competitive fps game (competitive meaning the enemy is not an ai) that combo will only serve 2 functions.
- A. Make the attacker more punishable.
- B. Be balanced by putting less of the ability’s value in the 1st hit (punish immobile heroes greatly, and make mobility incredibly strong).
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The more I look at this character, the more I think OW Devs stole another game’s hero and just changed their gender… Again.
Ah yes, all heroes should be mechanically equal. In a class-based shooter.
Yes, this is a great idea. You know exactly what you are talking about.
Look dude, I get this the account you post your negative takes from when you’re banned on your other one (Jesterskull), but holy cow this one is bad.
I’m not really seeing it, testing both in training grounds and comparing animations. Pretty much the only thing they have in common is that they’re right-to-left and mostly horizontal. Which, sure, but that’s a pretty superficial similarity.
JQ’s swing is at a sharper angle, more anticipatory and weightier. Rein’s swing is less anticipatory, but slower and more consistent overall (which makes sense, as his is rocket-powered and not just his muscles). All in all I think they’re both pretty good animations at conveying what they are.
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is this trolling? there are not that many ways to swing a swingable object. you gonna walk into a coal mine and mock the miners for being to lazy to get a unique pick axe swinging style?
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Asking the real questions. Who needs balance patches anyway
And it’s just like not even true to begin with anyway? Rein’s is a slow, completely horizontal swing with a momentum reverse windup at the end, while JQ’s is a windup at the start and then a quick, vertical chop. Weird thread.
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The windup I think could be shorten at least.
It does feel awkward for it’s effect atm. It’d be nice if you could charge the windup to increase it’s range or something.
Feels like you could do more potential DPS with just the knife and shotgun.
And didn’t have an ax at all
It might be because melee weapons typically have a wide aoe to compensate for having short range. So, when making melee weapons, it makes sense to have a similar animation since their hitboxes are wide. Melee weapons typically also have the benefit of being able to cleave through enemies, and having a vertical hitbox wouldn’t be able to cleave very well. Their animations are similar because their hitboxes are similar (although, I think there’s some pretty clear distinctions between them that add a lot of personality to the characters).