Yeah I mean that's a little different, I think that amounts to glance value and isn't far off from whatever it should be
I think that's completely different. Changing how a spell looks in Dota is not a dark souls boss, it's something you already know and it's been changed to look like something else - it's not a new entry (new dark souls boss).
The main argument is MTG cards anyway. and I am right, the new MTG card borders and font are objectively ugly.
Hypothetical centaur backflip is actually a good example (similar to qop ult animation change) where gameplay is actually affected
If you've learned to phase shift exactly the moment of a stomp, the bigger/different animation can disrupt your instinctive dodges. These things are written into your gameplay at kind of a spinal level and it's not right to fuck with them for no reason
Nobody's working off the timing, from button press, of centaur's stomp. They watch the animation
Never said it's right. I am very on the side of removing all cosmetics from the game.
I am saying that you write it into your spinal level incredibly quickly if you already had it there.
Example of better glance in gameplay value in a moba: league of legends. Your skill indicators are way more clear. They still have item auras around heroes like dota used to. You don't have to feel what the enemys creep farm is like when you can glance at the scoreboard. It's super clear what item you want to build towards. They've even expedited the item choice process so you can easily glance and buy, even on an unfamiliar champ.
The cosmetics are another story ofc
They do, but very few
Nope they don't
I'm one of them, it's a core moba skill. That and implicitly determining range
A lot of Puck's dodging is on sound cues actually. This is still very derailing though.
Simply because you don't actually have the button press as an input to your reactions - you have the animation. You can say they work from the timing of the start of the animation, but that's still the animation.
The sound of stomp occurs at impact
I understand in the case of something like ravage where it will likely hit you after the ravage sound starts because of the travel time of the aoe
I am biased because I moved to LoL where there is no turnspeeds and super short animations but given the range of cast times in Dota + turnspeeds looking for a visual cue is significant
I think you're talking about anticipating the move which is also animation-based
■■■ is derailing the topic for site activity right now. Please go back to MTG cards.
Agreed. I will not be responding on this topic any more to ■■■ - he is just trolling.
Isn't that against your original point? That animations don't add glance value?
In lol it's way more about knowing cds than quick visual cues
i actually have beef with new cards especially one's with reach not looking like they have it in the art. typically it was depicted by archers, spiders, or treetop creatures but nowadays it's sometimes just slapped onto some random loxodon 4/4 or ogre. i know you can just say RTFC and i'm usually fine but everyone's who's been to a prerelease has a memory of running their flyer into a reach card or not realizing some elf has deathtouch. magic art is cool i have quite a few collectibles but it should still have some rough parameters on displaying mechanics, especially evergreen ones