But then came 3-2 jobs. As they got further into development, they got lazier and lazier. Shadow Chaser had reasonably original skill effects. Minstrel and Wanderer had some cool effects but all the chorus skills use the 'circle of monster x' effect. By the time they got to royal guard and sura, they decided that a generic blue flash effect was reasonable for all their skills. And then genetic, and lastly sorcerer, by that time they were so out of ideas. The result is awful.
Genetic
- Cart Boost: Exactly the same as Mastersmiths cart boost.
- Wall of Thorns: The visual effect is 8 transparant ancient tree monster sprites aranged in a square.
- Crazy Weed: A circle of guardan watchers performing an attack animation for 3 seconds. The skill causes random damage in the same way meteor storm does, but the skill effect has no visual indication of where the damage zones are.
- Hell's Plant: The attack animation of Mavka is played transparantly over and over again in one spot.
- Demonic Fire: Transparant Ifrit sprite performing a dying animation in a circular patern.
- Fire Expansion: No effect at all.
- Howling of Mandragora: No effect at all.
Sorcerer
- Firewalk: Same as firewall, but with a different blending type.
- Electric Walk: Shockwave trap effect.
- Extreme Vacuum: Two breeze monsters are displayed giant sized and transparant.
- Psychic Wave: Ice breaking effect is played in a circular motion.
- Cloud Kill: Uses the new guillotine cross poison smoke effect with no change (you can't tell the difference between them).
- Earth Grave: A large number of mandragora attack animations play in an area.
- Diamond Dust: The 'Cold Slower' animation of mechanic is played with no change.
- Warmer: Transparant imp sprites are organized in a circle.
- Varetyr Spear: Gloria Domini plays with a spear sprite instead of cross, with some screen shaking for extra measure.
- Fire Insignia: Identical effect to demonic fire, which is swirling ifrit dying animation. You cannot tell the difference from fire expansion or the other insignias, which is a problem because one hits you with aoe acid bomb and one is a buff skill.
- Water Insignia: Identical to fire insignia, and glows red even though it's a water skill. You can't tell it appart from demonic fire or the other insignias.
- Wind Insignia: Identical to fire insignia, and glows red even though it's a wind skill. You can't tell it appart from demonic fire or the other insignias.
- Earth Insignia: Identical to fire insignia, and glows red even though it's an earth skill. You can't tell it appart from demonic fire or the other insignias.
I really hope that one day they can make original effects for these two jobs. At very least they can make the insignias the right color for their element....
Also, they seemed to have completely forgotten their policy of putting fixed cast time in when they made these two jobs. Genetic has no fixed cast time for any skill and can actually obtain instant cast. Many sorcerer skills have no fixed cast either, except for psychic wave, which has a 0.7s fixed cast for a 12s skill. Wtf gravity. Why are 2nd jobs the only ones with meaningful fixed cast time?
Edited by Doddler, 24 September 2010 - 02:11 PM.