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[SUGGESTION] Toggle on/off visualization of combat effects only with drawn weapons

AnduinTryggva
AnduinTryggva
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To be honest I am part of the people which do not like too much the new visual effects of the arcanist when running around. So I would appreciate to have an option that allows me to disable their visualization when out of combat/when weapons are stored away. That is when I put down my weapons they could vanish and re-appear as soon as I draw them again.
  • fizl101
    fizl101
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    in PVE I'd be happy if they could be invisible permanently - I'm sure the NPC enemies aren't counting green triangles. I can understand the importance in PVP. Same with the flappy bird etc.

    As a console player I would also really love the hide player effects setting that is available on PC (and a few other settings!!)
    Soupy twist
  • Tandor
    Tandor
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    They're a problem still if they appear when in combat, i.e. with weapons drawn. I was at a dolmen earlier when there were several arcanists and it was an absolute mass of bright green moving constantly all over the screen. Not only was it a thoroughly annoying mess but I couldn't even see what else was going on as the mobs were hidden behind the green mass. That simply isn't a sustainable situation, I really don't understand what the devs thought they were doing.

    Away from the dolmen, which I was doing with an established character for the weekly endeavour, I got my own arcanist to level 6 and then parked it. I doubt I'll carry on with it unless and until the visual effects are sorted. Based on the forum comments I switched briefly to 1st person to see what the biggest fuss was about and immediately got a headache so switched back to 3rd person.

    This needs to be sorted no later than the first incremental patch if ZOS want to salvage the new class/chapter among the many players who are complaining about these visual effects. @ZOS_Kevin please maintain a constant update on this and consult the community once the dev team has come up with some ideas in order to ensure that you get critical feedback before any changes are set in stone rather than waiting until they've been implemented.
    Edited by Tandor on June 6, 2023 4:24PM
  • Braffin
    Braffin
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    You can simply remove crux by using any skill (beam, shield, heal) consuming them. Maybe this can help you a bit.

    You'll have to live with visual effects caused by other players tho till someday a general solution to this problem (which has of course to include those damn flappies too) is implemented.
    Never get between a cat and it's candy!
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    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • Jaimeh
    Jaimeh
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    Braffin wrote: »
    You can simply remove crux by using any skill (beam, shield, heal) consuming them. Maybe this can help you a bit.

    You'll have to live with visual effects caused by other players tho till someday a general solution to this problem (which has of course to include those damn flappies too) is implemented.

    I'm hoping an addon author comes up with a way to make them invisible (because crux is pretty important for arcanists in all roles, but particularly dps--the beams hits really weak without it).
  • Braffin
    Braffin
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    Jaimeh wrote: »
    Braffin wrote: »
    You can simply remove crux by using any skill (beam, shield, heal) consuming them. Maybe this can help you a bit.

    You'll have to live with visual effects caused by other players tho till someday a general solution to this problem (which has of course to include those damn flappies too) is implemented.

    I'm hoping an addon author comes up with a way to make them invisible (because crux is pretty important for arcanists in all roles, but particularly dps--the beams hits really weak without it).

    I'm sure there will be done something against crux causing motion sickness. Indeed there exist several options to do so.

    A full rework of the classes skills won't happen tho, as there is no reason to do so. Some may dislike flashy green beams, a lot of us like them nonetheless. Same situation like flappies, either live with it or move along.
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • fizl101
    fizl101
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    Jaimeh wrote: »
    Braffin wrote: »
    You can simply remove crux by using any skill (beam, shield, heal) consuming them. Maybe this can help you a bit.

    You'll have to live with visual effects caused by other players tho till someday a general solution to this problem (which has of course to include those damn flappies too) is implemented.

    I'm hoping an addon author comes up with a way to make them invisible (because crux is pretty important for arcanists in all roles, but particularly dps--the beams hits really weak without it).

    For us on console I'd prefer a solution built into the game though
    Soupy twist
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