Originally Posted by Rasch
Despite this being slightly tangential to VFX, I'll add my two cents to the discussion on melee combat flair.
I would assume this to mostly be a matter of animation variety and sheer quantity, and not VFX (particle effects and the like). I certainly hope you guys aren't asking for over-the-top melee combat particle effects. crazy
It's not unreasonable to believe that more combat animations will be added further down the production pipeline.

While it is a nice idea, I doubt we will see "blocked by armor".
An important factor in game design is clear player feedback. If you show a character hitting, but not inflicting HP reduction, that muddles the player feedback (did I do damage or not? Will have to check enemy health bar). One could argue this being less important in a tactical game, where player reactions are not being challenged, than say a first-person shooter. Still, I doubt this will make the cut.
I do however agree that melee combat lacks that punchiness to it.
Shield blocking, deflection and dodging would be nice though.
I don't want VFX (particle effects) in melee. Some sparks and motion wooshies are ok but it needs to look real.

Agree about the feedback importance and that how armor works in D&D (soak all or nothing) complicates things. But the main question is "how much damage did I do?" and it's pretty clear with the floaty number.

Whether the enemy avoids damage because of armor AC, dodge AC, or a magical protection is also feedback. Not as relevant in 5e, but it could be house ruled to be more meaningful. If you see a magical barrier block the damage it's a hint to have your caster throw a Dispel Magic in. BG3 showing that as a dodge gives false feedback.

Impact is what I want to feel in melee, especially with heavily armored characters. Or the lack of impact on a Rogue or Monk. smile