The reason I love the class is because of its flashiness. If OTHER arcanists are your issue, then there's already an option for that, if YOUR arcanist is the issue, well, either don't play it, or wait for an option that reduces the brightness.
SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
thedocbwarren wrote: »SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
I think PTS is Beta only not design testing or UAT. I would imagine the feedback would need prioritization and estimates once gathers. Beta is much further down the release process. They would need to go through a design phase and UAT those first and also work with A11y designers to review.
SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
thedocbwarren wrote: »SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
I think PTS is Beta only not design testing or UAT. I would imagine the feedback would need prioritization and estimates once gathers. Beta is much further down the release process. They would need to go through a design phase and UAT those first and also work with A11y designers to review.
Dreaders123 wrote: »thedocbwarren wrote: »SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
I think PTS is Beta only not design testing or UAT. I would imagine the feedback would need prioritization and estimates once gathers. Beta is much further down the release process. They would need to go through a design phase and UAT those first and also work with A11y designers to review.
This is what I believe is the problem https://forums.elderscrollsonline.com/en/discussion/635489/why-you-should-all-support-accessibility#latest
Please, stop giving bad feedback. Hermaeus Mora is a cosmically horrifying being, the spells match the theme, there's nothing ordinary and 'of mundus' to them. If you're bothered by the brightness of the spells, by all means, ask for an option, but don't mess it up for the rest of us that actually dig the visuals. Cheers.
Besides, male orcs running around with massive eyelashes and neon green bath towels doesn't bother you -- and laser beams do?
Einar_Hrafnarsson wrote: »Finally a class that actually looks magical and some need to complain.
I LOVE the visuals and the Sound design even more. I wish every class would get a visual rework to be equally flashy
The reason I love the class is because of its flashiness. If OTHER arcanists are your issue, then there's already an option for that,
The option to reduce spell effects of allies does nothing in the case of arcanists then?NotaDaedraWorshipper wrote: »No there isn't. Hence all the threads and comments about it. We can do nothing about it except stop playing, which is not a solution.
The option to reduce spell effects of allies does nothing in the case of arcanists then?NotaDaedraWorshipper wrote: »No there isn't. Hence all the threads and comments about it. We can do nothing about it except stop playing, which is not a solution.
And for the last time, I support the idea of putting an option in for the people that hate the brightness. But if you don't like the theme of the class, don't play it, it's such a silly thing to say that Arcanist doesn't match the aesthetics of ES. That ship has long sailed anyway.
SilverBride wrote: »SilverBride wrote: »We are giving feedback so they know how many are affected by the flashiness and hopefully will present us with some options.
They got that feedback at pts and ignored it. Unfortunately its going to be a VERY long time now.
I assume that a lot less people played on the PTS than are now playing live. I believe that continued feedback is important.
I ran Vaults of Madness yesterday and had all three buddies as arcanists - it's too much at that point for sure, like I'm in TRON or something. Can't see half of what's going on either.
The point with a "Disable Effects" setting is that it is so ... broad.
I want to see skills that my allies use and AoEs that they create; in advanced content, I need to see them. Knowing where to stand, where to place the boss, where to put my AoEs so they overlap the group's, and so on. Seeing where the arcanist group member points their beam, can be very important for the rest of the group.
Which means turning them off altogether is not only a cosmetic thing but negatively affects gameplay.
What you want the setting to do, is tone down the overdone brightness of the effects, esp. in dark environments (like many dungeons). You want to still be able to see them if you pay attention but not be so distracting.
Also, as a tank, having three or more badly aimed beams all over your field of vision is simply horrible design. At that point, you want to have a Maw in your face just so it blocks the light show.
As a sidenote, I really hope arcanists get a -100% debuff on stealthiness while they have active crux. In overland, you can see their bright effects from halfway across the map. There's no way you can sneak up on someone in this state.
I'm really glad to see this thread, and other threads talking about the accessibility issues with regards to the Arcanist class.
I appreciate that the Arcanist design team worked hard on creating the class, but the VFX, as they currently stand, are unacceptable. Not only is there the motion/nausea issue, there is also the issue of their brightness and distraction. This is particularly impactful in PvP, where you must be able to see around you at all times. Last night, I died to some sort of green (and black?) glowing, writhing pillar of light that completely obstructed my view of my character and even a little of the area around them - which meant that I could see absolutely nothing, including the other attacks my character was receiving, and which I could have done something about had I known they were happening. Whatever it was, I could not move out of it (it moved with me). It might be purgeable(?), but because ZOS decided to introduce Plaguebreaker, purge skills are a no-no in Cyro, so I couldn't say for sure - and given what I just mentioned, even if it is purgeable, folks in Cyro won't be doing that to avoid blowing up everyone around them.
While there is the option to turn off ally skill effects, there's no option to turn off enemy effects - and you wouldn't want to do that in any case, as you need to be able to see enemy attacks (whether you're in PvE or PvP). So giving us a toggle for enemy VFX is not a viable solution to the problem. A hotfix to give us a slider to make the arcanist VFX somewhat transparent might be a quick fix until something more permanent can be found.
I really do appreciate the hard work of the folks who created the Arcanist, and I'm sure there are folks out there who are enjoying the flashy effects. But I'm sorry, the VFX in their current form have got to go from an accessibility perspective.
The point with a "Disable Effects" setting is that it is so ... broad.
I want to see skills that my allies use and AoEs that they create; in advanced content, I need to see them. Knowing where to stand, where to place the boss, where to put my AoEs so they overlap the group's, and so on. Seeing where the arcanist group member points their beam, can be very important for the rest of the group.
Which means turning them off altogether is not only a cosmetic thing but negatively affects gameplay.
What you want the setting to do, is tone down the overdone brightness of the effects, esp. in dark environments (like many dungeons).