why not make it so if the minion is one hit away from death you do a cool animation on it. This would make so people use their zones for clearing, and we would have characters that have good zones for clearing and good zones for combat. this way if, let's say, the highlander is clearing B, Gladiator/Black Prior (insert weak clearing zone character here) can concentrate on other objectivesOriginally Posted by Ubi-Jimothy Go to original post
Dominion minions being always 1 hit away from death, you can choose to kill them with an animation or via zone, and Pikemen would really only be cleared with powerful zones anyway to avoid excessive damage taken while clearing
Now you might say that ''Well most characters don't have good clearing zones and they have to clear with their heavies'' . True, most of those are Assassins and Hybrids, though some Hybrids have really good clearing zones
I think there should be roles when playing strategically, Having a designated mid clearer that can rotate on objectives is a must, you could argue the same for Breach. Someone clears Ram as the rest of the team fights for objectives, banners, guardian, ballista etc. Of course, the ''Designated clearer'' will get eventually deathballed and killed by 4 man ganks, but you can have a rotation clearer for when that happens, and if they camp Ram you can use Ballista to split them up if you can, or just outsmart them in ganks. If they camp zone B they are losing anyway because that is 2 zones that are unchecked, meaning you can split your forces in 2 zones and really you can't lose all 3 if you know what you're doing
Marching fire heros had minion killing animations. Could probably find footage of it somewhere on the net for people who had access to the heros on the servers pre launch. So it deffinitely wasn't hero based. Adding animations in for pikeman is a plausible reason. But it wouldn't explain why they bothered to make minion kill animations for the MF heros if that was the case since breach came with MF.Originally Posted by Real_Doll Go to original post
IIRC their original reasoning was because the animations themselves were "confusing" because in some cases locking onto nothing to do standard attacks was more efficient at clearing minions then being unlocked for the standard minion animations. It's not like minion clearing efficiency was nerfed across the board by removing them. Personally i'd love to see some of those specific animations come back as new moves for heros.
Would be a nice way to further expand movesets (which we need desperately) and also give more flair/individuality to the hero. Which I believe is the main reason why people miss the animations to begin with.
Originally Posted by Knight_Raime Go to original post
can you find a footage of MF heroes' minion kill animations?
I can look. But i'm mainly going off of word of mouth from some people who got to play the pts.Originally Posted by The...DEvil Go to original post
I could be entirely wrong and the main reason was infact due to them not being able to seperate the coding between pikeman in breach and minions in dominion.
You have solid theories. But I personally think they removed them on purpose due to the rework on the characters. The minion animations correspond with a specific hero's moveset. If they add an additional attack to a hero, there won't be an animation for it. And they couldn't be bothered to change and add animations every time they rework a hero's moveset. So that's why I think they removed them temporarily until they adjust all the heroes and their attacks. And after everything is complete and balanced, they may give the animations back and also add new ones.Originally Posted by Knight_Raime Go to original post
That is an interesting perspective that I hadn't thought of. Maybe it's a combination of them overhauling kits plus the difficulty of making said animations be more polished with pikeman.Originally Posted by The...DEvil Go to original post