Street Justice makes Martial Arts invalid


Anti_Proton

 

Posted

I'm not saying it completely out does it, or anything like that but when they added new animations for Martial Arts it was so it would give it the "Beat em up" feel. We now have that "Beat em up" powerset. In order to separate MA from the other punch sets it needs some ACTUAL Martial Arts moves. For one, Crane kicks alt could be this

http://www.youtube.com/watch?v=DnvXpLOzKeQ

There are many possibilities for this set but it's second set of animations have no place in the set with Street Justice now in the game. Super Strength is honestly fine the way it is, the moves fit perfectly with it.

I know a lot of you get what I'm saying. Another example, you could give Thunder kick, or even storm kick this

http://www.youtube.com/watch?v=7Jfzh2s3jlE (0:25)

These are just a few suggestions, there are a ton of moves you can pull from actual Martial arts, but the set just needs something else to set it apart.


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@Inconclusive

 

Posted

I does make those alternate animations in MA seem redundant.


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Posted

Eeeeeeehhhh... Kind of...

But Martial Arts definitely has a different Feel to it.

Street Justice is all about the combo juggling, throwing off AoE when you've got 2 or more stacks, and generally being a cross between Superstrength and Martial Arts with a new gimmick.

Martial Arts on the other hand is whatever you want to fire off whenever you want to fire it off. Got a big clump of enemies who are going to move away before you throw off 3 attacks (Like Igneous)? Toss out a Dragon Tail and trip them all for full damage while the Street fighter is building up power for their AoE.

I've got myself a Street Justice/Willpower character that I'm playing out as having Super-strength but not being a punch-only person. With the big room-clearing Sweeping Cross I feel like she's throwing targets around like Ragdolls with enormous power. Sure it's got a kind of silly Shin-Kick as one of it's high-end high-damage powers, but with a person with superstrength knocking someone's legs out with a well placed kick makes more sense.

I dunno, though. I think different players will create different characters with the same set. Martial Arts and Street Justice can be combined into a 3-man team with one person who -clearly- doesn't match up in fighting style with the other two. It allows for some welcome individuality.

And with the option to do a Street Justice Brute, a Martial Arts Kicking Scrapper, and a Martial Arts Punching Stalker, the playstyles are drastic enough to stand apart. Toss in a Super Strength Tank using the original punches and a Super Strength Brute using the new punches and you'll really get a gradient of power and diversity of animations with "Street Justice" bridging the gap.

But that's just me!

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
Eeeeeeehhhh... Kind of...

But Martial Arts definitely has a different Feel to it.

Street Justice is all about the combo juggling, throwing off AoE when you've got 2 or more stacks, and generally being a cross between Superstrength and Martial Arts with a new gimmick.

Martial Arts on the other hand is whatever you want to fire off whenever you want to fire it off. Got a big clump of enemies who are going to move away before you throw off 3 attacks (Like Igneous)? Toss out a Dragon Tail and trip them all for full damage while the Street fighter is building up power for their AoE.

I've got myself a Street Justice/Willpower character that I'm playing out as having Super-strength but not being a punch-only person. With the big room-clearing Sweeping Cross I feel like she's throwing targets around like Ragdolls with enormous power. Sure it's got a kind of silly Shin-Kick as one of it's high-end high-damage powers, but with a person with superstrength knocking someone's legs out with a well placed kick makes more sense.

I dunno, though. I think different players will create different characters with the same set. Martial Arts and Street Justice can be combined into a 3-man team with one person who -clearly- doesn't match up in fighting style with the other two. It allows for some welcome individuality.

And with the option to do a Street Justice Brute, a Martial Arts Kicking Scrapper, and a Martial Arts Punching Stalker, the playstyles are drastic enough to stand apart. Toss in a Super Strength Tank using the new punches and you'll really get a gradient of power and diversity of animations with "Street Justice" bridging the gap.

But that's just me!

-Rachel-
I know what you mean, I'm not saying there's anything wrong with MA mechanically but it IS called Martial Arts. The alt moves are just punches. Not really anything close to being considered Martial Arts. I'm not saying we need completely over the top moves but the point of the other animations for the set in the first place were to give it more of a "fighter" feel, not more of a Martial artist.

Street justice is now that "fighter" set so the second animations for MA are really not needed. I'm not saying remove them but we do need some more animations to bring it back to it's MA feel.


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@Inconclusive

 

Posted

Oh! You're suggesting -MORE- animations to add to the set. I get it, now!

And, frankly, I'd love it. I'd love to see more animations for -all- the powersets (including the Weapon sets) to increase their "Newness"

But I think we should start with Control and Buff sets, first. They didn't get anything new in the last set of animation upgrades.

-Rachel-


 

Posted

I kind of feel like MA's alternate animations make Street Justice invalid...

However, the two sets really do have different feels and I like them both (from what I got a taste of in beta, at least).

Regardless... I would love to see some more alternate animations for Martial Arts... Both in normal-ish punch variants of the remaining powers that only have kicks (at least Thunder Kick and Crane Kick)... As well as some moves derived from various Eastern martial arts.

However, you said something that wants me to remind you that "martial arts" doesn't simply mean the eastern styles. So, the punches (as they are styled) are not out of place or anything.


@Zethustra
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Posted

A lot of kung fu styles are punch based, not to mention wrestling and throwing. They don't have enough animations for those, either. (Wing Chun, Aikijitsu, Jiujitsu)

Also, your thread title makes no sense compared to what you are actually asking for.


 

Posted

Quote:
Originally Posted by Steampunkette View Post
the big room-clearing Sweeping Cross
wut


 

Posted

Oh. Foo. No KB. It's that darn GR Origin Enhancer. Well still! It's a nice power, big wide stunning blow.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
Oh. Foo. No KB. It's that darn GR Origin Enhancer. Well still! It's a nice power, big wide stunning blow.

-Rachel-
A 5 target capped cone with a tiny range that you have to either herd everything up for or line them up beforehand is hardly a room clearing sweep.


 

Posted

Ehhhhhh maybe. But it's still nice for me. I'm pretty good with angles!

And the big AoE I'll be getting at 18 will also feel awesome and huge, I'm fairly sure.

Of note, however, What it does and what it feels like it does can be two different things.

-Rachel-


 

Posted

Quote:
Originally Posted by Shuriken_BladeX View Post
I know what you mean, I'm not saying there's anything wrong with MA mechanically but it IS called Martial Arts. The alt moves are just punches. Not really anything close to being considered Martial Arts. I'm not saying we need completely over the top moves but the point of the other animations for the set in the first place were to give it more of a "fighter" feel, not more of a Martial artist.

Street justice is now that "fighter" set so the second animations for MA are really not needed. I'm not saying remove them but we do need some more animations to bring it back to it's MA feel.
Not that I don't want alternate animations for MA but...

It's not gonna happen.

It was said by devs themselves, that it's just easier to animate a new set with it's own animation times/collision FX times. The problem with just making alt animations is, the new animation would need to retain the same casting time as the original animation and have the same collision timing (i.e. the damage has to connect with the same delay *in* the animation as the original). It'd have to sync up perfectly...which is basically working backwards creatively. Not only would it be faster to animate a new unique set, it'd be more cost efficient as they could charge money for it.

Soooo...I doubt it.


 

Posted

Quote:
Originally Posted by Leo_G View Post
It was said by devs themselves, that it's just easier to animate a new set with it's own animation times/collision FX times. [...] Not only would it be faster to animate a new unique set, it'd be more cost efficient as they could charge money for it.
Yeah, that's how I read the designer's notes on StJ too.


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Posted

I know tankers got defense added to a martial arts attack, but a general stacking +defense combo meter for all Martial Arts toons would make it more relevant.


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Posted

Quote:
Originally Posted by eth_Nargy View Post
A 5 target capped cone with a tiny range that you have to either herd everything up for or line them up beforehand is hardly a room clearing sweep.
You clearly haven't bothered playing the set much, then.


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Posted

Spinning strike should of been a martial arts alternate animation. The more I look at it, the more it annoys me. On another note, I wish focus chi added a energy damage proc to your attacks. It seems to me all the new melee sets are so much more powerful than the older sets.


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Posted

Sorry to say it but the odds of MA getting an animation revamp are very, very small.
The animations of a set are about 98% of the decvelopment time in creating them. Now that we are F2P, it seems far more likely that they would rather spend that extra 2% time and make a new powerset that they can sell than revamp the animations of MA for free.


 

Posted

I thought StJ felt like they did work on alternate animations for MA, thought "Hey we're going F2P! Let's just make a new set with all the animations people wanted in Martial Arts, and just make them tough it out."

Spinning Strike? That'd be perfect for a Martial Arts animation! Most of it's animations would!

All that said, loving StJ!


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
You clearly haven't bothered playing the set much, then.
I clearly don't care for a cone with a width that rivals shadow maul when it looks like it should be a much wider area.

Make it 90 degrees, then yeah. It'd be a decent cone. The animation just doesn't match up with the arc.