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because an icon would be better.

this topic boggles my mind.
Its a quesiton about taste.

You dont want a direct reaction to a mouseclick because.... reasons i guess. I prefer it, it makes it feel tactile, something most SRPGs lack.
maybe its because you arent used to turn based games so you dont know what my issue is here.
its a matter of clarity.

an icon would just look unprofessional

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An icon was just an exemple...
As I said in the first post, I thought more about an aura arround the actual bright yellow pointer.

Not sure it match with MP because I don't know if every players can see every targeted area/ennemy/object in real time during each one's turn (you get it ? grin )
I think it could be cool to see in real time which kind of spell on which target our mates are thinking, but I'm not the best to talk about it because I won't ever play MP.

It could also be something like a discreet aura arround characters but I'd rather see it only as an option not to see it in SP.

As you said it's a matter of tastes.
Looks you're turning like the haters you hate everytime someone expect something different than you.
(I guess we can expect things with Larian offering an EA)


Last edited by Maximuuus; 21/06/20 06:59 PM.

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I see your point (first post) and I think it is a good one.

No need to "charge" and hold an animation for skill/spell.

Last edited by Baraz; 21/06/20 08:41 PM.
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One reason to have the charge up while targeting and then final casting animation after you click is that it makes things go faster. Since you need to wait the animations to finish in turn based game, you need to keep them short. By diving the spell in to two parts, you can play the first part without blocking user action, thus cutting the idle animation time in half without losing epic animations.

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this is another argument to be made certaiinly

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Originally Posted by Bercon
One reason to have the charge up while targeting and then final casting animation after you click is that it makes things go faster. Since you need to wait the animations to finish in turn based game, you need to keep them short. By diving the spell in to two parts, you can play the first part without blocking user action, thus cutting the idle animation time in half without losing epic animations.


The first part of the animation is something like 1 second.
Is that really important to you ?

I never see that in other TB games but of course, I didn't play them all.
I just checked for Xcom 1 & 2, Wasteland 2, Solasta,The Banner Saga, Heroes of Might & Magic 7, Blackguards 2 and the new Gears Tactics.

Last edited by Maximuuus; 21/06/20 08:13 PM.

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It's mainly the preamble animations that seem OTT for me ( some more than others ), but I understand their value in MP even though I never play MP myself.

So unless there different SP/MP animations, I'm not sure the all-in-one animation approach will fly.

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