about 5 years ago - /u/chris_wilson - Direct link

Originally posted by NiddFratyris

Make Cyclone smoother and make it possible to interrupt it at any time I want and I'll be happy.

I'm not even gonna ask for you to give it the channeling tag, but...PLEASEEEE*

In 3.7.0, it is a channelled skill with the tag.

about 5 years ago - /u/chris_wilson - Direct link

Originally posted by SpiderCVIII

Aww shit, here we go again. Time for my hundredth Cyclone build.

Me too man, me too.

about 5 years ago - /u/chris_wilson - Direct link

Originally posted by avboden

Honest question, how much do you personally play these days? Just curious as I'd imagine since it's your job that can suck the fun out of it a little bit.

Less than I'd like to on the live realm, but I have the game client open much of the day at work for checking out new content.

about 5 years ago - /u/chris_wilson - Direct link

Originally posted by Ryant12

We are making various experimental changes to the animation system that should help resolve these concerns and really tighten up the feel of melee combat.

In addition to animation system improvements and melee skill rebalances, we are experimenting with changes to systems such as accuracy, melee splash, leech, fortify, various Ascendancy classes, the passive tree, hit/miss feedback, melee base types, movement skills and melee damage availability on items.

Holy shit, and I thought this stuff was reserved for 4.0.0 when you talked about new rigging/animations/models during a Baeclast episode.

This is awesome!!

Like our engine improvements, if we can release fundamental improvements made for 4.0.0 early to make the game better right now, we will absolutely do so.

Edit: to be clear, the new character models themselves are for 4.0.0