I was expecting knightly armor and steel armaments everywhere you look (like much of the cinematic was). And yet we got Davy Jones of the Pirates of the Caribbean, where everything is covered in shells and rainbow corral. [snip] Yea, I get there's some sea-faring stuff going on, and maybe some features other than a card game could've complemented that, but plastering everything with every color under the ocean and mixing it with some seafoam doesn't make much sense.
Not sure why I post on the forums, though, feedback hardly gets through and I'm pretty sure they won't get a good return on their artist's work via the crown store. It's clear from cinematics and marketing material that at least some people in this studio knows what looks cool and vibes well with their player base, but that never translates into the game; granted, sometimes it seemingly can't translate into the game due to their outdated engine, like capes or any cloth physics at all.
The direction just feels out of place, usually. People criticize the static combat (i.e. buff, dot, spam, repeat x10) and character animations more than anything outside performance. I don't see criticisms for lack of another digital card game (there's a reason why Elder Scrolls Legends isn't a thing anymore). Developers with close communication to their fanbase seem to do well and succeed, like Apex. Ah well, great game, with great potential that will probably go untapped, even under Microsoft.
(Sidenote Rant: I can't believe the necromancer class was so poorly designed. Why do I summon edgy tombstones, throw Halloween skulls from my finger tips, or summon a skeleton that...blows up in green goop(?), much less having to do that EVERY 2.5 seconds to do optimal damage. People love pets, which is why you see most sorcs with pets and almost every Warden with a bear; why would the one quintessential pet class not have a permanent summon (and don't throw "lore" at me), or at least one that's a bit more satisfying as Mr. Bones leaping to a poorly-animated green explosion? Here's an idea: instead of blastbones, why not summon an ancient, 2-handed axe-wielding draugr at the target's location that cleaves enemies in front of him for 6 seconds before crumbling to dust? Would it look better? Most likely? Would it feel better in combat to cast a move with an interesting animation every 6 seconds instead of a bad animation every 2.5 seconds? Heck yea. Does it make more sense than an exploding green skeleton? Why is the skeleton exploding, anyways? There's just some design decisions that are absolutely maddening. The team could learn a lot from WoW's team, and, to be sure, vice-versa. WoW needs a better world worth exploring and more content outside of competitive group content (we're tired of raiding); ESO needs better combat (buff, dot, spam, repeat) and class identity (most builds are comprised of the same exact skills regardless of class).
[edited for minor bashing]
Edited by ZOS_Icy on April 15, 2022 1:21PM