Really hope they tone down the spell effects as they are now. They seem way too cartoony.
If the level 10 spells look like pyrotechnic shows, what are lvl 50 epic spells going to look like?
But they effects that bother me the most are the ones conure an image of what the spell does. For example, i saw a shieling spell that forms "magical shield" around the target. Thats not helpful imo.
Miss and love the OG EQ effects
lotuss79 said:Really hope they tone down the spell effects as they are now. They seem way too cartoony.
If the level 10 spells look like pyrotechnic shows, what are lvl 50 epic spells going to look like?
I fully agree with Lotuss79 here.
Please allow spell effects to build up, don't show it all off, knowing you have another 50 levels of upgrades to get to.
Improved spell effects can be a sort of achievement as wel. It's a nice fluff boost to your character leveling up. It gives some more depth to the character as wel.
I did like the old eq2 druid spells, sadly they revamped into ruin. Sadly, I can't find a nice example video of that any more.
I enjoyed the spell effects during Landmark as wel. Flaming arrows, flashing wands, bellowing shouts and energy absorbing black swirls. (check out eq next or eq landmark for example videos) The clerics spell effects really got me excited.
Granted some effects of EqNext for example would not fit in the more subtle style of Pantheon. But I can see some possibilities still.
If spells are area of effect, then the spell effects should at least hint to that. Especially healing spells or auras.
I would love to see spells that get more dramatic as you level them in rank. Example: level 1 fireball is a small fireball and as the ranks go up the fireball and perhaps the effects around it get more visual ( larger, more flames, burn effect, color change.) Could also help others identify what rank of spell you are using if they can visually see diffrences.
Bronsun said:All of these. All done in Unity.
WOW. These are what I want to see in Pantheon (not all of course, but there are a few that I think could be taken without much/any change)!
I also liked the EQ spell effects (actually also like their modern EQ versions), but lets remember that this is 2019, and Pantheon. Time to make spell effects great again :)
I unforunately can't find a screenshot of it, so I'll have to do it myself later. It's one of the heal spells from either Gunthak or a quest in Dulak. I'll find out and post it!
I'd also love to give a shotout for the current mez effect that they have in Pantheon. That is both gorgeous and immersive.
Bronsun said:All of these. All done in Unity.
That looks like a true modern interpertation of EQ particle effects, and its pretty amazing imo.
Nothing cartoony, nothing ostentatious. I really hope this is how Pantheon shakes out, instead of the spell effects im seeing in the live streams currently.
Bronsun said:All of these. All done in Unity.
These are gorgeous, by the way! I especially love the fire ring, the dragon that comes out of the ground, the ice nova at 7:34, and the way the ground cracks apart at 8:10. Beautiful and very cool!
Bronsun said:All of these. All done in Unity.
Many of those looks like spell effects they are currently using in game. They have not been shy about admiting to using store bought assets while they are building the game.
I really like the oldschool EQ spell effects, and some of the early Pantheon stuff (from early 2016) used EQ type effects. I hope they are still going to use them.
I could have sworn there was a Blind spell for Enchanters in early EQ. If someone cast it on you - nothing. You could see nothing but a black screen. You didn't even know if your computer just broke or not. The screen went dark. It was awesome. Another of my early EQ faves: GravFlux. If cast on you, you were suddenly flying up into the air. Landing caused falling damage. Really tricksy Enchanters would cast it on THEMSELVES to get to those hard to reach spots not really intended for us to be in.
Bronsun said:All of these. All done in Unity.
Uh, hell yeah!
I love how everything dissolves logically.
lotuss79 said:But they effects that bother me the most are the ones conure an image of what the spell does. For example, i saw a shieling spell that forms "magical shield" around the target. Thats not helpful imo.
Completely agree. Shields, books above heads, even skulls - no, please. Unless a wizard is purposefully manipulating magic particles to make a shape.
Bronsun said:All of these. All done in Unity.
I gotta say, those are fantastic and VR should look into them.
I am probably in the minority here. Not the first time and not the last.
I too keep spell effects drastically reduced or totally off. They make it hard to see what is going on and can increase lag dramatically.
The only time I actually relax and enjoy them is when I am solo and not bombarded with everyone else's effects and when the lag shouldn't be a problem.
VR please don't put a lot of effort into making fights impossible because of blinding or obscuring effects or lots of lag.
My favorite was line-of-sight fireball spells where the ball of flame flies in a straight line to the target and you can SEE it traveling to your target. Especially cool over long distances. I would sit up on zone wall hills like DSP and shoot down at mobs.
Funniest thing ever: The default object graphic in EQ was a small bag. The fireball animation got corrupted once and the system loaded the default object, so it looked like you were throwig luggage at your enemies :)
No matter what, I'd like spell effects to be kept minimal for most spells, with more dramatic effects reserved for the highest tiers. That way it keeps things interesting and it doesn't get super tiring having particle effects all over our screens. Don't misunderstand, I actually don't mind flashy spells, but I like them to be tasteful and to be reserved for spells that they're appropriate for. Subtle effects work best otherwise.
I would like to see the richocet spell effet around 4:23 of the video used for some of healing spells mentioned. Specifically the Druid spell Reverberation.
WarKnight said:I always liked the higher level enchanter stun spells with all the particles bouncing off the ground, but overall I enjoyed all the spell effects in EQ.
So far, Pantheon's spell effects look great!
I disagree, from the videos just recently released, the spell effects look very bland and boring. At least improve them to what EQ had at the time. Simple, but still had a levels of complexity as the spell gained power.
First, all the effects in the game are all placeholder. That said, I definitely don't think the spells look bland or boring, but they do look too similar to one another. Example would be the wizard fire effect uses the exact particle as one of the Druid heal effect only orange instead of green. Making all the spells look and feel distinctive is a must.
Bronsun said:First, all the effects in the game are all placeholder. That said, I definitely don't think the spells look bland or boring, but they do look too similar to one another. Example would be the wizard fire effect uses the exact particle as one of the Druid heal effect only orange instead of green. Making all the spells look and feel distinctive is a must.
To me its not so much the differences in particle effects/colors etc, its the "cartoonieness" of many of the effects.
Watching recent livestreams and you see fights where the spell effects are forming big chunks of ice around NPCs over and over again every 2 seconds for the entire encounter.
Buffs that show giant magical shields swirling around their targets, etc.
Its just too much, and not at all i keeping with the elegant simplicity and realism (for a fantasy world) of the classic EQ.
That said, i have to agree with another poster, the Enchanter Mez effect is brilliant. The graphic tells you what the effect is doing in a subtle and visually pleasing way.
I really hope all spell effects in the game end up that well designed and restrained.
lotuss79 said:Bronsun said:First, all the effects in the game are all placeholder. That said, I definitely don't think the spells look bland or boring, but they do look too similar to one another. Example would be the wizard fire effect uses the exact particle as one of the Druid heal effect only orange instead of green. Making all the spells look and feel distinctive is a must.
To me its not so much the differences in particle effects/colors etc, its the "cartoonieness" of many of the effects.
Watching recent livestreams and you see fights where the spell effects are forming big chunks of ice around NPCs over and over again every 2 seconds for the entire encounter.
Buffs that show giant magical shields swirling around their targets, etc.
Its just too much, and not at all i keeping with the elegant simplicity and realism (for a fantasy world) of the classic EQ.
That said, i have to agree with another poster, the Enchanter Mez effect is brilliant. The graphic tells you what the effect is doing in a subtle and visually pleasing way.
I really hope all spell effects in the game end up that well designed and restrained.
I agree, I noticed when the enchanter cast the mana regen buff (clarity) on others it showed a book temporarily above their heads. Was not a fan of that at all.