General
In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
Affected player abilities include the following:
Ash Cloud and its morphs
Caltrops and its morphs
Elemental Storm and its morphs
Hurricane
Impaling Shards and its morphs
Path of Darkness and the Twisting Path morph
Rune Focus and its morphs
Scorch
Volatile Familiar Special Ability
Volley and its morphs
Wall of Elements and its morphs
Affected Item Set abilities include the following:
Bahraha’s Curse
Essence Thief
Grothdarr
Hand of Mephala
Ilambris
Infernal Guardian
Leeching Plate
Nerien’eth
Sellistrix
Sheer Venom
Storm Knight’s Plate
Thunderbug’s Carapace
Tremorscale
Velidreth
Winterborn
I agree. In group dungeons I like to see what aoe's are currently in play so we aren't all spamming the same ability, and so when I'm tanking I don't drag the boss out of aoe and so I know where to stand.
vladimilianoub17_ESO1 wrote: »I agree. In group dungeons I like to see what aoe's are currently in play so we aren't all spamming the same ability, and so when I'm tanking I don't drag the boss out of aoe and so I know where to stand.
this here.Part of being a good tank is keeping the enemy where all the aoe is.With this change that will be hard to do.
Make it so that visuals are only invisible when the caster in a city/village and is not in combat.That way people cant burden the servers by spamming skills unnecessarily. Its important to see any AOE skill in both pvp and pve.
Skill synergy is supposed to be the core of this game's combat.
DahliaNightshade wrote: »AoE visual effects are very useful, and being able to see them translates into a better resources management.
I get that an excess of said effects might cause lag issues in very populated areas, but it could be implemented differently, leaving them on and visible at least for party members, so that it could still be lessening the issues in towns while still retaining its primary nature in group content.
Is it possible to have ZOS look into this decision again and maybe rethink the way it is?
@ZOS_PeterT @ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_MattFiror @ZOS_KaiSchober @ZOS_GaryA @ZOS_TristanK @ZOS_DaryaK
Thank you
Like @bottleofsyrup said - they're adding that in the upcoming DLC.
bottleofsyrup wrote: »They're adding a toggle with Clockwork City.
I'll admit it's great in trials and I will have effects off there. However at other times I would really like them on, especially in PvP.I'm guessing you guys haven't done many trials. If did, you'd know how much this change is great.
A forum search digged it up:
https://forums.elderscrollsonline.com/en/discussion/372220/fps-cap-request-ally-effects-toggle-available
Demolitionary wrote: »I 100% agree to this.
Just speculation but it is silly to remove effects because some people want to run potato systems and expect ultra quality to work. Then whine FPS issues when really their system isn't built and/or the hamsters are too old to withstand ultra settings and refuse to reduce the quality to gain better performance.
But I see there is a toggle on PTS in the CwC update, hopefully it is for ALL visual effects and not a select few.. Game now looks dull without the effects, I liked seeing the effects in the distance at dolmens and just people doing their thing, it adds immersion imho.
Plus, some tanks like to drag bosses from AoE, which then results in a longer boss fight by far, well, now the excuse is cannot see the AoE. Which is hard to argue with as it is true but, tank should also know if they move the boss, they may end up pulling it from AoE.