Diablo® III

PLEA for monk @BLIZZ

It doesn't look strange, awkward, or out of place. It's not game breaking. It's a monk using certain abilities that change him for a second, like the barb using hammer of the ancients, an ability the masks his weapons for the sake of the ability. I do not care if the weapon is involved or not. It is absolutely a non-issue. Now I'm unsure if it's because Blizz did it, as to me, it's hardly noticeable and done flawlessly. As opposed to a middle of the run company, maybe the animation would look clunky, slow and negatively distracting, however this is not the case.


The hammer of the ancients argument is null and void, in my opinion. This is a spender skill with a cooldown, something used once every so often...not a basic, resource-generating skill that you will use constantly.
Edited by Lucky#1974 on 4/26/2012 12:13 AM PDT
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I saw someone created a thread about this topic so I'll redirect them to this one so we can be heard as one voice. lolwut?
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68 Dwarf Paladin
1415
"His mastery extends to swords, staves, and other armaments as well."

http://youtu.be/eT2UTj7p-aE?t=1m32s

I'm sure there are other pressing issues, but it is a bit disappointing that a master of various armaments makes them magically disappear when using most abilities.
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I'm sad that they haven't even acknowledged the huge amount of requests for something to be done in this regard.
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I was looking for this topic but I couldn't find it (I read it weeks ago lol) thx for send it on the new topic.
so I ll copy what I wrote there:

"I was wondering about the monk attack animations (with skills), how to solve the "weapon vanish" when the monk uses skills.

If each weapon had a animation it would be better, but for now I think monk should have a ability to turn 1 hand melee weapons on fist weapons, keeping their original attributes and 2 hands melee weapons (that monk could equip) on Daibos, and of course daibos should have a different animation of fist weapons when using skills as well.

So we just need 2 kind of animations (fist weapons and daibos) for monks attacks, this item transformation should work like the DK ability to enchant weapons for WOW It could work for now "

what u guys think?
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I would certainly be OK with him keeping his weapon(s) permanently sheathed, it's just awful watching them go *poof* when you start attacking then *poof* right back into his hands.

It doesn't feel as offensive (for lack of a better word) when, say, you're in town, which sheathes your weapon by default, and you attack.
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90 Blood Elf Paladin
NOD
6140
I'd rather they just didn't show any two handed weapons. Can't stand how he keeps taking the staff off his back and putting it back again.
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I was looking for this topic but I couldn't find it (I read it weeks ago lol) thx for send it on the new topic.
so I ll copy what I wrote there:

"I was wondering about the monk attack animations (with skills), how to solve the "weapon vanish" when the monk uses skills.

If each weapon had a animation it would be better, but for now I think monk should have a ability to turn 1 hand melee weapons on fist weapons, keeping their original attributes and 2 hands melee weapons (that monk could equip) on Daibos, and of course daibos should have a different animation of fist weapons when using skills as well.

So we just need 2 kind of animations (fist weapons and daibos) for monks attacks, this item transformation should work like the DK ability to enchant weapons for WOW It could work for now "

what u guys think?


Still quite some work, but imo the best possible solution :)
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Given that there already are sheathed animations this seems like obviously the best answer.
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68 Dwarf Paladin
1415
There are no sheathed animations for fist weapons, AFAIK.
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04/26/2012 07:57 PMPosted by Antifaith
I'd rather they just didn't show any two handed weapons. Can't stand how he keeps taking the staff off his back and putting it back again.


Before the patch 1.13 We could use daibos, and the animation was the same, just slower...
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Still no info on whether they plan on doing anything about it :(

edit: I <3 Blizzard
Edited by Legion#1841 on 5/2/2012 11:03 PM PDT
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Community Manager
We’re certainly aware of how we’re handling our skill animation sets, as well as your feedback regarding the monk specifically. While working on any piece of the game we have to make production calls on what has the biggest benefit for the time we’re spending on it, because time is quite simply a very precious commodity. We made some choices, some that you may not agree with, to ensure a solid level of animations throughout the game. To make a call on not displaying a weapon during a skill may allow us to animate a multitude of spell casts for a demon, a higher priority animation for another character, or unique animation to ensure an in-game cutscene feels epic. Making the tough calls on when and where the game and players as a whole will benefit most is one of the most difficult things the producers, designers and artists have to do.

It’s worth noting that in addition to making those tough calls we take a logical approach to skill animations, and there are some where we purposely do not show a weapon. This is mostly for summoning or buff abilities where a weapon doesn’t play into the skill, such as mantras, or Inner Sanctuary. There are other skills where we purposely do not show a weapon because the concept of the skill is not connected to a weapon, such as Seven-Sided Strike and Lashing Tail Kick. In addition there are skills that purposely do not show a weapon because the skill is conceptually about the monk using his fists or hands, such as Way of the Hundred Fists or Exploding Palm.

There are skills though that don’t fall into any of those, and just should have been showing weapons. When you gave us that feedback we absolutely heard your requests for additional animations, and we added a full animation suite to the three skills where we felt the impact would be the greatest; Dashing Strike, Crippling Wave, and Deadly Reach. For us that was not only a great use of our resources to get it done, but we thought it was a very visible way to relate to you that we’ve been listening.

So, all of that background and info said, we still have plans to make even more changes and improvements in patches released fairly shortly after release. In a patch we plan to change Exploding Palm, Way of the Hundred Fists, and Fists of Thunder so they don’t hide fist weapons. Since the idea is that these skills are about the monk using their fists, it just makes sense to allow fist weapons to continue to show. In addition, as we continued to refine the monk class and our design philosophies for itemization, our ideas about what weapons make sense for the monk have changed over time. To see that philosophy shift through we’re looking at simply giving monks the ability to wield more types of weapons, complete with full animation support for their skills.

Hopefully that explains some of our intent with skill animations, and not just with the monk, all of the same thought and care (if not more) has gone into crafting the animations for each class and their skills. We're of course looking forward to getting the game into your hands in a couple weeks, and seeing how everyone enjoys the class they choose, and the skills they wield.
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Sweetness, I'm sure Monk users will be happy to hear this.
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Thank you for the info Bashiok! Much appreciated :)
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Awesome!!!!!

Wait now monk is back on top of my main character list
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Thanks Bash. Good to hear you guys listen:)
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+awesomeness
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Very cool. Thanks for letting us know.
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