I view multilevel delves like that as containing a puzzle, a 3D one.katanagirl1 wrote: »I agree that they are quite striking visually, though I am surprised at your comment about turning off the HUD.
As a console player without a mini-map, I have found trying to complete every delve daily so far very frustrating because of the overlaid multilevel design on a 2D map. I can see the quest circle near me, but I can’t figure out how to get to the proper level. I think Quires Wind might have been the worst for this. I keep running circles around, fighting the same enemies, stopping to open the map and see where I am, until I just drag them behind me throughout the area.
emilyhyoyeon wrote: »I agree, as usual whatever teams design the environments delves etc have blown everything out of the water. Quires Wind is also one of my favorites, and I also really liked Camonnaruhn.
Both public dungeons were also incredible IMO. I was really pleased with Gorne especially becauseit was actually a good representation of Sheogorath related stuff in both story and especially visual design. I think Gorne's quest story took itself way more seriously than something like the one in Elsweyr where he appears as an alfiq, and I think Sheogorath has a lot more potential when he's taken, basically, 80% serious and 20% silly instead of the reverse. Silly doesn't do what's essentially the patron deity of mental illness any favors.
The visual split in the delve is also great. Overall it's subtle, where all the details come out beautifully once you notice the obvious Saints on one side, Seducers on the other. The fact that the delve is also split between north and south with Saints and Seducers respectively is also perfect (I'm assuming that was intentional considering everything else).