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Update: The Warden and Class Refresh

  • Galatherys
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    Templar refresh moving up is excellent news! Warden refresh is looking pretty good so far too, I look forward to levelling up my new warden character when the time comes
  • spartaxoxo
    spartaxoxo
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    Arunei wrote: »
    ZOS_Erin wrote: »
    baratron wrote: »
    Please keep the Bear!

    love,
    @baratron, and her four Wardens.

    We will be keeping the Warden's bear, fear not!

    And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.

    Just ditch the support for that poc xbox s
    ZOS_Erin wrote: »
    baratron wrote: »
    Please keep the Bear!

    love,
    @baratron, and her four Wardens.

    We will be keeping the Warden's bear, fear not!

    And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.

    Just ditch the support for that poc xbox s

    This. It's obvious between these refreshes that last gen consoles are holding them back with the hardware limitations.

    I think you'd be surprised at how many PC rigs would be affected too. I'm relatively confident ZOS is accutely aware of what percentage of their playerbase would be negatively impacted by such a move.
    Even so, a game can't keep trying to support older hardware at the expense of the game itself. There comes a point where minimum requirements need to be raised or else the game just keeps getting held back simply for the sake of running on older tech.

    It's not being held back if too high of a percentage of players are on older hardware to keep the game sustainable. That's a major reason some games just make sequels rather than continuing to raise minimum requirements. Because they need new people to replace the older ones or there would be no game.

    Games only exist as long as they're funded. I imagine a lot of people must still be on older tech or it would probably have happened by now.
    Edited by spartaxoxo on 2 September 2026 21:38
  • spartaxoxo
    spartaxoxo
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    Destai wrote: »
    ZOS_Erin wrote: »
    baratron wrote: »
    Please keep the Bear!

    love,
    @baratron, and her four Wardens.

    We will be keeping the Warden's bear, fear not!

    And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.

    Can we get to a point where other players don't see the bear, like having it be either totally invisible or translucent? Much like Sorc pets, they're quite obstructive. At the very least, that'd be nice in towns.

    You also take inspiration from GW2's Soulbeast Ranger specialization. It's a mechanic where the player merges with their pet. Perhaps a morph of the pet could do something similar here. It'd be nice to participate in that skill line without needing the obstructive bear.

    I actually think this approach makes a lot of sense for the Sorcerer instead. Overload used to give a third bar. They could bring that tech back with set lightning themed skills so that non-pet sorcs could use that without having to delete pet sorcs.
    Edited by spartaxoxo on 2 September 2026 21:41
  • Kallykat
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    I appreciate that they are trying to better marry the frost magic with the nature and animals in the warden class. I'm curious about whether or not "seasons" as a theme will feel cohesive enough, especially since most other classes have a set color scheme to them. The seasons theme has four color schemes out of the gate. I'll be interested to see how they implement the various seasons. Are the four lotus blossoms different morphs, for example?
  • Fragile_teacup
    As a warden class main skill line, i dont know why Druid focus on ice magic instead of magic of 4 seaons. i hope zos could make new warden class skill focus on weather(or 4 seaon), animals and natural creatures(plants or trees something), let ice magic blend into the magic of 4 season plz :)
  • fizzylu
    fizzylu
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    A tad sad sorc is being pushed back, but I love everything here about the warden changes so whatever I guess :' )
  • tohopka_eso
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    ZOS_Erin wrote: »
    baratron wrote: »
    Please keep the Bear!

    love,
    @baratron, and her four Wardens.

    We will be keeping the Warden's bear, fear not!

    And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.

    thank you @ZOS_Erin , as a Warden main, I am happy this is finally being considered. I love my bear but would love a wolf or feline pet.
  • ZhuJiuyin
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    ZOS_Kevin wrote: »
    ZhuJiuyin wrote: »
    @ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
    Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?

    It would be great if you could provide a clear explanation, like you do with the Warden refresh.

    That's a fair question. The swap is not due to difficulties. This is more on the effectiveness end of things. Sorc will need a bit more time in the visual effects/ arts departments than than Templar. Having that work done for Sorc right after Warden isn't the most effective for the team. So the adjustment was made.

    This is also not to say Templar won't get a visual update. It will. It just most likely will not require a wider overall like Warden and Sorc.

    Thank you for your reply! While the delay in Sorc's refresh is regrettable, based on the feedback I've seen, quite a few people have indeed complained about Sorc's visual effects, especially animation delays and visual asynchrony. Therefore, it was foreseeable that Sorc would need more time to resolve these issues. Thank you again for your reply; glad to know the real reason for Sorc's delay.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • MeGaCarry
    MeGaCarry
    Soul Shriven
    I’m concerned that the new Scorch visual effect gets blocked much too easily in PVP.
  • Akatron
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    Thank you for this post.

    Iguess a nature class should have a meele attack too.
    Please think about a meele attack spamable.

    I'm looking forward to this class rework.
  • Turtle_Bot
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    ZOS_Kevin wrote: »
    ZhuJiuyin wrote: »
    @ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
    Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?

    It would be great if you could provide a clear explanation, like you do with the Warden refresh.

    That's a fair question. The swap is not due to difficulties. This is more on the effectiveness end of things. Sorc will need a bit more time in the visual effects/ arts departments than than Templar. Having that work done for Sorc right after Warden isn't the most effective for the team. So the adjustment was made.

    This is also not to say Templar won't get a visual update. It will. It just most likely will not require a wider overall like Warden and Sorc.

    Thanks for responding @ZOS_Kevin appreciate the candid and direct explanation.

    A follow up question (if the team is able to answer) but I am curious the direction the team is looking/intending to go for Sorcerer. (Lightning, Pets or Arcane (Crystals) for themes, mobility or shields or something else for defensive mechanics, etc.) since there has been a lot of discussion about these aspects of Sorcerer for quite a long time now. Understand if these haven't been decided yet, but curious to know the teams thoughts all the same.
  • Umbracat449
    Umbracat449
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    Turtle_Bot wrote: »
    @ZOS_Kevin thanks for posting the link to the article, definitely some interesting stuff here, with a few issues that some like @React have pointed out already (so I won't bother repeating).

    I also hope that with the team looking to take on board feedback for future refreshes that the team can try to find a good balance between making things fun to use, feel powerful but also not feel overwhelming.
    It is a hard point to reach but I think as long as the team can put forward their intentions/reasons for why some of the more debated things are designed the way they are, that would help those of us genuinely trying to give constructive and informed feedback a better understanding of the underlying intentions/goals that we can then give feedback to try and work towards instead of having to try and speculate and just throw things at the wall hoping we maybe get something right.

    FabresFour wrote: »
    ZhuJiuyin wrote: »
    @ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
    Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?

    It would be great if you could provide a clear explanation, like you do with the Warden refresh.

    Let me throw a thought out there: while the Templar rework revolves around character animations, visual effects in general, and balancing, the Sorcerer has all of that plus the reinterpretation of its pets.

    I imagine reworking those pets—giving them a newer, more interesting model, while still keeping their gameplay fun and everything else that comes with it—is a pretty major complication for the Sorcerer class.

    Personally, the Sorcerer rework is the one I’m most interested in seeing, precisely because it seems like the most complicated one from an overall scope perspective. It’s a very interesting class conceptually, and there are so many different ways it could be modernized—which makes it significantly more complex to work on than any of the other classes. Maybe only the Warden comes close, because of all the different animals involved, plus the bear... And, well, the Warden got a massive delay because of the amount of work involved.

    I imagine Templar and Nightblade are two classes that are relatively much easier to rework on compared to Sorcerer.

    I will say that while this is the most likely reason for pushing Sorcerers refresh back, it would still be nice to hear it from ZOS themselves though so that we don't have to speculate.

    As for Sorcerers refresh being pushed back itself, I don't mind it since I would rather ZOS get it right than try to rush it out and mess it up, but it would be nice to have an official reason from ZOS.

    I recall someone compiling a list suggesting that each of Sorc's abilities has hidden cast time or flight time, which explains the cumbersome experience of using abilities like Liquid Lightning—these hidden extra times are hard-coded into the animation.

    However, aside from Warden, ZOS should have explained the rationale behind the spawn order of each class (and the reasons for subsequent changes) to players from the beginning, instead of letting players speculate or complain.

    For example, if the Necromancer's spawn time is so late because they wanted to use Sorc to test things out, such as pet AI, summoner gameplay (or to avoid the Necromancer's style overlapping with Sorc's), then ZOS should have clearly explained the reasons for this arrangement to players.

    I'm probably not the first person to post about this issue (hidden cast times/animation delays) Sorcerer (and some other classes abilities) has, but it is a consistent frustration for the class that often gets completely overlooked in most discussions.

    Seeing a statement from ZOS that its being acknowledged/the team is aware of it, would definitely be nice.

    Lols i posted your summary of cast times and their issues (with credit) in reply to pinktrainjng saying sorc NEEDED cast times.
  • Umbracat449
    Umbracat449
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    ZOS_Erin wrote: »
    baratron wrote: »
    Please keep the Bear!

    love,
    @baratron, and her four Wardens.

    We will be keeping the Warden's bear, fear not!

    And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.

    What about the wings? That's the deal breaker for me!

    Tbh the bear doesn't even look much like a bear so....
  • AzuraFan
    AzuraFan
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    The bear and animals are sticking around. That's all I cared about, so I'm happy. :)
  • Pinktraining
    Pinktraining
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    Turtle_Bot wrote: »
    @ZOS_Kevin thanks for posting the link to the article, definitely some interesting stuff here, with a few issues that some like @React have pointed out already (so I won't bother repeating).

    I also hope that with the team looking to take on board feedback for future refreshes that the team can try to find a good balance between making things fun to use, feel powerful but also not feel overwhelming.
    It is a hard point to reach but I think as long as the team can put forward their intentions/reasons for why some of the more debated things are designed the way they are, that would help those of us genuinely trying to give constructive and informed feedback a better understanding of the underlying intentions/goals that we can then give feedback to try and work towards instead of having to try and speculate and just throw things at the wall hoping we maybe get something right.

    FabresFour wrote: »
    ZhuJiuyin wrote: »
    @ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
    Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?

    It would be great if you could provide a clear explanation, like you do with the Warden refresh.

    Let me throw a thought out there: while the Templar rework revolves around character animations, visual effects in general, and balancing, the Sorcerer has all of that plus the reinterpretation of its pets.

    I imagine reworking those pets—giving them a newer, more interesting model, while still keeping their gameplay fun and everything else that comes with it—is a pretty major complication for the Sorcerer class.

    Personally, the Sorcerer rework is the one I’m most interested in seeing, precisely because it seems like the most complicated one from an overall scope perspective. It’s a very interesting class conceptually, and there are so many different ways it could be modernized—which makes it significantly more complex to work on than any of the other classes. Maybe only the Warden comes close, because of all the different animals involved, plus the bear... And, well, the Warden got a massive delay because of the amount of work involved.

    I imagine Templar and Nightblade are two classes that are relatively much easier to rework on compared to Sorcerer.

    I will say that while this is the most likely reason for pushing Sorcerers refresh back, it would still be nice to hear it from ZOS themselves though so that we don't have to speculate.

    As for Sorcerers refresh being pushed back itself, I don't mind it since I would rather ZOS get it right than try to rush it out and mess it up, but it would be nice to have an official reason from ZOS.

    I recall someone compiling a list suggesting that each of Sorc's abilities has hidden cast time or flight time, which explains the cumbersome experience of using abilities like Liquid Lightning—these hidden extra times are hard-coded into the animation.

    However, aside from Warden, ZOS should have explained the rationale behind the spawn order of each class (and the reasons for subsequent changes) to players from the beginning, instead of letting players speculate or complain.

    For example, if the Necromancer's spawn time is so late because they wanted to use Sorc to test things out, such as pet AI, summoner gameplay (or to avoid the Necromancer's style overlapping with Sorc's), then ZOS should have clearly explained the reasons for this arrangement to players.

    I'm probably not the first person to post about this issue (hidden cast times/animation delays) Sorcerer (and some other classes abilities) has, but it is a consistent frustration for the class that often gets completely overlooked in most discussions.

    Seeing a statement from ZOS that its being acknowledged/the team is aware of it, would definitely be nice.

    Lols i posted your summary of cast times and their issues (with credit) in reply to pinktrainjng saying sorc NEEDED cast times.

    I think you've misunderstood the difference between "cast time with explicit indication" and "animation delay without any explicit indication." For the former, let's take Dark Conversion as an example. While these skills are slow, the animations are smooth, and the skill's cast time is predictable. For the latter, like Liquid Lightning, although nominally instant-cast, the animation has unstable, random delays, and there are even instances where the skill doesn't activate correctly after the animation ends.

    As I've mentioned in other posts, instead of allowing these instant-cast skills with "unstable, random delays," it would be better to change them all to "cast time with explicit indication" and provide some compensation (such as reduced cost or increased power). After all, Sorc has always had many skills with cast time; you could even say that skills with cast time are part of Sorc's identity.

    However, if ZOS is going to rework Sorc's visual effects/animations and make them as smooth as Dragoon's, then I think any rational player would choose the smoother animations of the reworked version over the current one.
  • Umbracat449
    Umbracat449
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    If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.

    ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.


    Want to to try that again?

    Edited by Umbracat449 on 4 September 2026 08:38
  • Pinktraining
    Pinktraining
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    If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.

    ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.


    Want to to try that again?

    You're just misleading people. At the time this was published, ZOS hadn't yet indicated any major changes to Sorc's visuals/animation.

    Also, based on information at the time, I was hoping ZOS would add cast time to skills to replace the current problematic animation delays, making class identities more in line with the traditional image of a spellcaster. Is there a problem with that?
  • Umbracat449
    Umbracat449
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    If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.

    ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.


    Want to to try that again?

    You're just misleading people. At the time this was published, ZOS hadn't yet indicated any major changes to Sorc's visuals/animation.

    Also, based on information at the time, I was hoping ZOS would add cast time to skills to replace the current problematic animation delays, making class identities more in line with the traditional image of a spellcaster. Is there a problem with that?

    There are cast times, as you've said, confusedily, already. Adding further cast times is a really bad idea. I don't care HOW they've done them, they suck. Is there a problem? I pasted in a good summary of the current problems with the current cast times. If you want powerful spells, make them expensive in resources, not time. Combat should be fast.

    Obviously the animations were going to be redone, that's what they're did for DK, Ww, as well as skills. That's the whole point here. They made that very clear early on with all the posts. There's nothing misleading but for you saying that this is a new announcement. It is not a new announcement. In fact what everyone is worrying about is the description of sorc with no mention of lightning, although the image had a lightning mage. So people are very worried about the visuals AND the skills they're designing.

    Edited by Umbracat449 on 5 September 2026 10:30
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    I am a Warden Main and this is interesting to see. I like the improvement to the Betty and excited about the Spriggan, that was an unexpected nice touch. The idea of making it just about Nature in general is a nice path. Very pleased to hear we will still have the Bear. Will our Skill Styles be affected, like Murder of Crows for Swarm and the Nocturnal Crow for Cliff Racer?
  • tohopka_eso
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    I am a Warden Main and this is interesting to see. I like the improvement to the Betty and excited about the Spriggan, that was an unexpected nice touch. The idea of making it just about Nature in general is a nice path. Very pleased to hear we will still have the Bear. Will our Skill Styles be affected, like Murder of Crows for Swarm and the Nocturnal Crow for Cliff Racer?

    I totally forgot about those. I actually prefer using those two skill styles myself. @ZOS_Kevin @ZOS_Erin
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Arunei wrote: »
    So you are "pivoting away from the Morrowind-specific visual theming to better represent the natural world across all regions in Tamriel", by using a gryphons? So not only is it just changing zone-specific animal, it's also a large visual.

    Meanwhile the betty netch stays the same, so it's just going to be even more random collection of animals like how the bear felt random before.

    Speaking of the betty netch. Why does it have to float "whimsically" around? Just make it smaller and no beam, but have it float behind us like the old one. Instead of all these distracting visuals.

    Why does the Spriggan need bright pink flower petals and butterflies affects?

    The Lotus Flower is nice, but the visual of that has never been much of a bother.

    I hope there will be styleskills from the start to change visuals, especially to make them more subtle and subdued if they are big and flashy, or make a more coherent look.
    Right now every class refresh feels like some deadline to when I can't use the class as much anymore, such as my DKs, because there's so much more bright effects that just look cartoony and we have to plead and shout to get a single subtle skillstyle for one skill.
    Gryphons aren't just native to Summerset, but also to High Rock, Hammerfell, and Elsweyr. It isn't about where the creature in question appears only in ESO, but more to do with where they exist lore-wise. Gryphons are far more widespread than Cliff Racers are. And the whole point of the animals being "random" is because they're supposed to represent creatures in general, not just a specific kind like birds, bugs, or mammals. I will agree that as cute as the Netch is, though, it still would prove to be something of a distraction.

    Cliff racers, striders and hackwings (which looks almost identical) are also found all over, doesn't make them a good look for skills. Same way are similar beetles found all over.
    ESO really likes resusing assets and have the same animals appearing in way too many zones. Like how Telvanni Peninsula had elks running around at first until they removed them after many complaints.

    A class that uses animals, really need to have skillstyles so people can change the looks of them, this has been a request for ages when it comes to Wardens, and now with the refresh the old looks should also be taken into consideration, because people have used it for years for characters. I literally made my warden a dunmer so the skills made more sense (minus the bear). It will not make sense if he will be calling forth magical gryphons and spriggans that blast him with overly pink stuff.
    [Lie] Of course! I don't even worship Daedra!
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Every class or skilline refresh so far, just feel like some "Increase FX and visual clutter refresh", which to me isn't good and makes the game unbearable (pun intended) to play. Especially in group or multiple people content. It also have a high chance of ruining existing characters looks and themes.

    [Lie] Of course! I don't even worship Daedra!
  • ADarklore
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    Looking forward to the Templar refresh. It will help me decide whether I will, or will never, return to ESO.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: May 2026 | Returning: uncertain~~
  • MorganaBlue
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    .....what if the "class refreshes" have been reduced to only visual refreshes for all classes to get them done faster...

    this Warden "refresh" update thread and the ZOS replies on it make me wonder....
  • Ametheys
    Ametheys
    Soul Shriven
    Hey! I don't know if ZOS reads this but I genuinely appreciate the update and transparency about the current status of the Warden class refresh. I’m genuinely not trying to be dismissive of your efforts or anything like that but I do wish there was something similar regarding the progress of "cross save/cross play."
    In my opinion "cross-save/cross-play" is far more important for the long term health of the game or at least for me personally and many other players.
    I currently play on PS4 and I just can’t afford to upgrade to a PS5, however, I do own a decent PC and an Xbox Series X both of which can run the game much better than my PS4. Cross save would allow me to move my progress to one of those platforms which would make a huge difference for me and many others who have the same issue.

    I also read somewhere about some "company restructuring" and I’m a little worried that this may have affected or slowed down the progress of "cross-save cross play"
    Have you considered scaling it back a bit? Like instead of trying to merge all platforms and servers all at once maybe you could start by merging the console servers and then PC later? I'm suggesting this because on some servers it already takes a long time to find groups for content outside of peak hours and weekends and since players from Africa, Asia, and Australia also play on the EU servers that makes it more difficult because we have to log in at specific times to find enough players for group content or even some openworld activities.
    Even if merging the console servers only resulted in a small increase in the overall player population I genuinely think it would still have a significant impact, having a larger pool of players is always beneficial.

    look I completely understand that cross save/cross play is a complicated feature to implement and I would just appreciate the same kind of update regarding its current development and whether it is being worked on.

    Thanks for taking the time to read this <3
  • Arunei
    Arunei
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    Arunei wrote: »
    So you are "pivoting away from the Morrowind-specific visual theming to better represent the natural world across all regions in Tamriel", by using a gryphons? So not only is it just changing zone-specific animal, it's also a large visual.

    Meanwhile the betty netch stays the same, so it's just going to be even more random collection of animals like how the bear felt random before.

    Speaking of the betty netch. Why does it have to float "whimsically" around? Just make it smaller and no beam, but have it float behind us like the old one. Instead of all these distracting visuals.

    Why does the Spriggan need bright pink flower petals and butterflies affects?

    The Lotus Flower is nice, but the visual of that has never been much of a bother.

    I hope there will be styleskills from the start to change visuals, especially to make them more subtle and subdued if they are big and flashy, or make a more coherent look.
    Right now every class refresh feels like some deadline to when I can't use the class as much anymore, such as my DKs, because there's so much more bright effects that just look cartoony and we have to plead and shout to get a single subtle skillstyle for one skill.
    Gryphons aren't just native to Summerset, but also to High Rock, Hammerfell, and Elsweyr. It isn't about where the creature in question appears only in ESO, but more to do with where they exist lore-wise. Gryphons are far more widespread than Cliff Racers are. And the whole point of the animals being "random" is because they're supposed to represent creatures in general, not just a specific kind like birds, bugs, or mammals. I will agree that as cute as the Netch is, though, it still would prove to be something of a distraction.

    Cliff racers, striders and hackwings (which looks almost identical) are also found all over, doesn't make them a good look for skills. Same way are similar beetles found all over.
    ESO really likes resusing assets and have the same animals appearing in way too many zones. Like how Telvanni Peninsula had elks running around at first until they removed them after many complaints.

    A class that uses animals, really need to have skillstyles so people can change the looks of them, this has been a request for ages when it comes to Wardens, and now with the refresh the old looks should also be taken into consideration, because people have used it for years for characters. I literally made my warden a dunmer so the skills made more sense (minus the bear). It will not make sense if he will be calling forth magical gryphons and spriggans that blast him with overly pink stuff.
    Again, this is going by LORE, not WHAT IS CURRENTLY FOUND IN GAME. Lore-wise, Cliff Racers and Striders are native to Morrowind. There might be a few populations that spill over the borders of Morrowind into somewhere like Black Marsh, but lore-wise they are a Morrowind fauna. Hackwings are related to them but not the same thing, and have wider ranges. And lore-wise gryphons have a much wider ranger than Cliff Racers/Striders do, because they aren't limited to one region.

    Scorch becoming a flying animal that has nothing to do with fire or anything is odd, yes. They might have renamed it though, or intend to rename it later down the rework. I still think they could have used other bugs like Assassin Beetles or Hoarvers, as those are found all over the place. Dive and its animations could be something like eagles or other birds of prey rather than a Cliff Racer, since eagles and hawks are also every-freakin-where.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    If I had to encapsulate my feelings about the vibe of the rework in one concise message it would be this:

    Please do not lean to heavily into a magic aesthetic for all morphs. Make sure the shoe fits for players with a physical/non-magical theme, too. At least for some of the abilities.

    I know this is extremely terrain dependent for Animal Companions and Green Balance abilities, but something like the current/old Swarm effect feels pretty appropriate.

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