I have been very excited about the Monk since it was unveiled. But I became slightly disappointed with the Monk when the beta started and I saw his attack animations weren't using the weapons he held. But this raises a question, whcih I assume yes but you never know. If the Monk's skill animation is not using the weapon, does he still get the effects of that weapon. For example: Deadly Reach doesn't seem to use the weapon animation. If he is holding a weapon that is fire enchanted (he switches hands and punches the target) does he get the bonus while using Deadly Reach?
Lol! Of course it will still get the effects of the weapon! Any ways if you look on the game guide on the D3 homepage, you'll see that the Monk is a martial artist class that uses his fists as his primary means of attack. But there was a blue post saying that the Monks animation took a really long time so they left it out... for now!
I have no problem with the Monk not using weapons, if the animation didn't show the monk holding a weapon and then punching. I have studied Martial Arts for 8 years. NO Martial Artist is going to choose a fist OVER a weapon. Plus martial artists train in weapons as well. In another forum someone mentioned a fix where you could toggle whether or not the weapons are shown, and I think that would be a great fix.
So you just started following the game? Cool. The damage dealt is directly associated to the weapon but they aren't in the animations. It's kind of good in a way, because the punching just becomes another defining feature of the monk. News flash they probably aren't going to put weapons in the animations. Like others have mentioned I just wish that there was an option to compeltely hide the weapons out of view.
I have been very excited about the Monk since it was unveiled. But I became slightly disappointed with the Monk when the beta started and I saw his attack animations weren't using the weapons he held. But this raises a question, whcih I assume yes but you never know. If the Monk's skill animation is not using the weapon, does he still get the effects of that weapon. For example: Deadly Reach doesn't seem to use the weapon animation. If he is holding a weapon that is fire enchanted (he switches hands and punches the target) does he get the bonus while using Deadly Reach?
Yes. He gets the same bonus from weapons as every other class, including everything on the weapon =D
I would rather the monk have weapon animations, but since Blizzard has other priorities, I will accept the current system rather than any other change.
I dont really mind how things are at the moment. In due time blizzard could very well put animations in for the monk to use the weapons. If they weapons just sat at your side the whole time I could see people complain that they are just sitting there and not in the monks hands at all. sadly to get the game out on may 15th its something that will have to be done later.
They can regret it all they want, but the fact is, they didn't do it. But they had time to endlessly dick around with the rune system and make it worse (In both mechanics and looks) in the end.
Yeah, I like the idea of at least making animations for staff and fist weapons (since that's what you're likely to equip more for the Monk anyway) and just don't bother to make the animations for the other weapons. It really is a sad state though.
I have no problem with the Monk not using weapons, if the animation didn't show the monk holding a weapon and then punching. I have studied Martial Arts for 8 years. NO Martial Artist is going to choose a fist OVER a weapon. Plus martial artists train in weapons as well. In another forum someone mentioned a fix where you could toggle whether or not the weapons are shown, and I think that would be a great fix.
Exactly; lots of people saying "Well, duh, Monk is a martial artist, of course he doesn't use weapons". Well, I've got news for you: martial artists use weapons (sword, staff, nunchaku).
I must admit, I kinda like the way that the monk doesn't actively use his weapons. I think it sticks nice to his class, that he goes all Chuck Norris on everyone. But hey, that's individual taste I suppose
You could do that with fist weapons and still have the weapon animations for those who wanted it. The way it is now just seems lacklustre and unfinished.
there is a blue post/interview saying how much they regret not having the proper monk animations at release (not worth postponing release bla bla bla...). cant find the source anymore.
wanna play monk myself thats why i listened to that specific piece of info!
stay golden
They can regret it all they want, but the fact is, they didn't do it. But they had time to endlessly dick around with the rune system and make it worse (In both mechanics and looks) in the end.
The 'facts' are, that the monk originally was only going to be able to use staffs and fist weapons. They later made him able to use axes swords maces, ect, but did not have the time to animate. I'm not sure why people think developers, especially a small team on D3 from Blizzard, has the time to just 'dick around'. They've been crunching this entire time, they don't just have people waiting around for small projects at a whims notice. And even if they did, animation takes a LOT of time. Two genders multiplied by every 1 and 2 handed axe sword and mace = a lot of time they don't have. Post - release? Sure, expect to see it. But complaining about it now when it originally wasn't even going to be implemented is just a waste of breath.
Sorry, but I still feel like complaining about it. When I'm playing the beta with a sword in each hand, and then I quickly sheath my swords to do a skill and then quickly unsheath them again, it's so silly I can't even ignore it. I just think of the Assassin from D2 and how she could carry any weapon and be holding it during any skill. And yes, I know we're talking 3D animation now, but still. It's just sad.
^ further to what Maka said. Animations for attacks with weapons is kind of a necessity for a AAA title like diablo 3.
Rift has animations for all the weapons used, it was dev by Trion, and it was their first go, they had those animations at launch.
PoE in the same genre has animations for its weapons used, its a SMALLER indie team starving themselves to death to create a game, and they did it.
Dunno about Torchlight 2, or Drakensang, Dungeonlands from what I've watched uses weapons in its attack animation. Grim Dawn also looks like it uses weapons in its attack animations, too hard to tell with limited zoomed out footage
It is pure laziness, that is the only reason it did not get done. Smaller studios with smaller budgets, releasing their first IP, implement weapons in the attack animations.
There is no excuse, they just got complacent. Just like they did with the PvP system, ahh fuck it, we'll cut it. Just like they did with the rune system. Why do you think this game has been delayed SO LONG? Wasting time on the enchant system, less itemization than its predecessor in d2,The d3 team is 110% complacent. If anyone argues against that it's just pure fanboi fanaticism and doesnt warrant a response.
Will I buy it? Obviously
Will I play it with fanaticism for 4-6 months? Obviously
Could they have done a lot more for launch of the game, in regards to systems, itemization, animations etc? Yes
Why didnt they? Complacent.
Jay Wilson dropped the ball hard on this one, and i mean hard. Will this game score 90% on pretty much every review site in the gaming world? Yep. But it could of scored 95, and thats all on Wilson. He was trying to chase 100%, with a team capable of 95%, and as a result will score a 90.
tl;dr It is pure laziness, and bad lead, that is the only reason it did not get done. Smaller studios with smaller budgets, releasing their first IP, implement weapons in the attack animations.
*for those that dont know the games im talking about
Drakensang online = f2p, slightly pay to win dungeon crawler cartoony/dark browser based.
PoE = f2p, not pay to win dungeon crawler unrivaled customization, dark atmosphere
Grim Dawn = unknown, dungeon crawler Titan Quest v2.0 with more win, and less fail
Dungeonland = assumed pay, dungeon crawler Gauntlet Legends v2.0, cartoony
Torchlight 2 = pay, dungeon crawler T1, more win, you can mod this ish.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
That's what I've been trying to get at. People say 3D animation is really hard and that it's unrealistic to animate every kind of weapon (even though I just at least wish the staves were animated), but is this Blizzard or not? I thought they were capable of much more. They're not some indie developer by any means. So yeah it seems either lazy or complacent.
And this is my problem. Even if a 3d engine is hard to program for they did it with the Barbarian. Why couldn't they do it with the Monk? Or the Wizard for that matter? Those magic-wielding bastards put their shit away EVERYTIME they cast a spell!
I seriously hope they implement it at some point. At least for the staff anyway. Because they are Monk specific weapons. If you just google Monk weapon animations you'll see lots of people angry about it too on many other forums so I hope it's something they fix.
What I proposed is that the animations for each of the weapons are actually already in place. When you use Basic Attack for the Monk, they'll swing any weapon they have equipped. So why not even just have the visual effect of the skill stacked on top of the animation for the weapon swing? It's better than nothing right.
Deadly Reach for example. Each time the Monk swings his staff, just show the effects of Deadly Reach from the tip of the staff being swung.
weapon affixes and properties carry over to all attacks/spells of all classes, as there is no basic attack outside of being out of resources.
Yes. He gets the same bonus from weapons as every other class, including everything on the weapon =D
Siaynoq's Playthroughs
The 'facts' are, that the monk originally was only going to be able to use staffs and fist weapons. They later made him able to use axes swords maces, ect, but did not have the time to animate. I'm not sure why people think developers, especially a small team on D3 from Blizzard, has the time to just 'dick around'. They've been crunching this entire time, they don't just have people waiting around for small projects at a whims notice. And even if they did, animation takes a LOT of time. Two genders multiplied by every 1 and 2 handed axe sword and mace = a lot of time they don't have. Post - release? Sure, expect to see it. But complaining about it now when it originally wasn't even going to be implemented is just a waste of breath.
Siaynoq's Playthroughs
Rift has animations for all the weapons used, it was dev by Trion, and it was their first go, they had those animations at launch.
PoE in the same genre has animations for its weapons used, its a SMALLER indie team starving themselves to death to create a game, and they did it.
Dunno about Torchlight 2, or Drakensang, Dungeonlands from what I've watched uses weapons in its attack animation. Grim Dawn also looks like it uses weapons in its attack animations, too hard to tell with limited zoomed out footage
It is pure laziness, that is the only reason it did not get done. Smaller studios with smaller budgets, releasing their first IP, implement weapons in the attack animations.
There is no excuse, they just got complacent. Just like they did with the PvP system, ahh fuck it, we'll cut it. Just like they did with the rune system. Why do you think this game has been delayed SO LONG? Wasting time on the enchant system, less itemization than its predecessor in d2,The d3 team is 110% complacent. If anyone argues against that it's just pure fanboi fanaticism and doesnt warrant a response.
Will I buy it? Obviously
Will I play it with fanaticism for 4-6 months? Obviously
Could they have done a lot more for launch of the game, in regards to systems, itemization, animations etc? Yes
Why didnt they? Complacent.
Jay Wilson dropped the ball hard on this one, and i mean hard. Will this game score 90% on pretty much every review site in the gaming world? Yep. But it could of scored 95, and thats all on Wilson. He was trying to chase 100%, with a team capable of 95%, and as a result will score a 90.
tl;dr It is pure laziness, and bad lead, that is the only reason it did not get done. Smaller studios with smaller budgets, releasing their first IP, implement weapons in the attack animations.
*for those that dont know the games im talking about
Drakensang online = f2p, slightly pay to win dungeon crawler cartoony/dark browser based.
PoE = f2p, not pay to win dungeon crawler unrivaled customization, dark atmosphere
Grim Dawn = unknown, dungeon crawler Titan Quest v2.0 with more win, and less fail
Dungeonland = assumed pay, dungeon crawler Gauntlet Legends v2.0, cartoony
Torchlight 2 = pay, dungeon crawler T1, more win, you can mod this ish.
for he to-day that sheds his blood with me
shall be my brother..."
Siaynoq's Playthroughs
Siaynoq's Playthroughs
Siaynoq's Playthroughs
Deadly Reach for example. Each time the Monk swings his staff, just show the effects of Deadly Reach from the tip of the staff being swung.
Siaynoq's Playthroughs