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many Arcanist skills look bad

subarctic
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Abyssal Impact in particular. That black/brownish “outpouring”…

Maybe it’s just my 4K screen but the huge yellow beam of Fatecarver is also ugly as hell. The Crux almost look plastic, neon sci-fi, almost like icons in an Atari game. Try not to think I paid money for this junk.
Edited by ZOS_Hadeostry on October 27, 2023 3:23AM
  • Mesite
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    I would spell bad differently starting with 'A' and ending in 'wesome'.

    But I know it isn't everyone's cup of tea.

    I used to play Diablo 3 and sit staring at the screen thinking where am I amongst all those flashes. Sometimes several arcanists at a world boss can be similar.
    Edited by Mesite on October 26, 2023 5:18PM
  • YetAnotherLinuxUser
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    subarctic wrote: »
    Abyssal Impact in particular. That black/brownish “outpouring”…

    Maybe it’s just my 4K screen but the huge yellow beam of Fatecarver is also ugly as hell. The Crux almost look plastic, neon sci-fi, almost like icons in an Atari game. Try not to think I paid money for this junk.

    you havent even scrathed the surface of how horrible they are.
  • El_Borracho
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    Flail is ugly. The crux is cheesy. But I like the rest of them. Runeguard of Still Waters looks like something Doctor Strange would do.

    Fatecarver could be improved, but seeing as you need to actually aim at the target for it to work, it needs to stand out in a trial group where there is already so many other colors. As for it being yellow, I feel its green, but whatever.
  • fizzylu
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    Arcanist animations and VFX are a mess, haha. They look so out of place in the game and are very obnoxious. Really wish Zenimax would do proper beta testing for it's chapters instead of giving us pretty much finalized content a couple months before it goes live that they have no plans to change based off of feedback.... because now there's pretty much no chance of arcanist ever looking even half decent.
  • subarctic
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    ESO has become an AA+ game
  • Necrotech_Master
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    arcanist seems fine to me, a lot of the animations and such look a lot cleaner and smoother than say necromancer or warden

    warden bird is so slow, same goes for the necromancer skull spammable, those just feel super clunky to use
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Brakkish
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    I can't even believe what I'm reading right now!

    Being flashy, crisp and cool, even down to the sound effects is a huge reason I enjoy Arc so much.
    CP2332 +3100 hrs spent in BGs. US PS5 - Nine PVP Tanks - toons named variations of "Combat Medic" I like long walks on the beach. What's PVE? https://www.youtube.com/brakkish
  • ZOS_Hadeostry
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it's related to character mechanics.

    Thank you for your understanding
    Staff Post
  • IZZEFlameLash
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    I dunno, I like Arcanist vfx and sfx. They just need to fix anim issues that sometimes get locked. But this pertains to everything that is channeled.
    Imperials, the one and true masters of all mortal races of Tamriel
  • wilykcat
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    To me the arcanists spells are green like leaves in the trees.

    I know on different computer monitors the colors can look different. Try adjusting the monitor settings.
  • Araneae6537
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    I enjoy how the Arcanist’s abilities look and sound! I much prefer to have patterns of magic swirl around my character than to have molten rocks sprout out of their back or planetoids around them but I’m not asking for Dragonknight’s visuals to be changed — I know what the skills look like when I choose a class and I only play my DKs as DPS.

    Now Nightblade has an ugly ability — not a stylish weapon effect like Arcanist but big red blobs, and worse, they aren’t temporarily visible when you cast the skill or it is procced, but always and forever if you slot the horrid thing.
  • Braffin
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    Personally I like the look of arcanist's skills.

    But even if you dislike them, you should differentiate between personal aesthetics and subpar animation/effect-design.

    While I can understand people, which simply dislike these skills out of personal taste, they are well-made nonetheless.

    If you look for badly implemented visuals, try sorc pets (although that's mostly outdated visuals and intrusive flapping animation) or the lately changed grim focus (especially when sheated or while scyring).
    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.
  • subarctic
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    Abysmal impact looks a bit like brownish excrement tentacles. Even without that disgusting association the skill is just BIG. Fatecarver is also BIG.
  • YffresTrill
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    I agree, they are flashy, ugly, and tacky, but lots of people like them and even if that wasn't the case, ZOS would be unlikely to change them, so this thread is very unlikely to accomplish anything.
    @ Yffre'sTrill - PC/EU (No Steam)
    -
    Naering (Bosmer WW Archer - Valenwood separatist, Hircine-agnostic, honoured affiliate of the Gang of Scroungers.)
    Alts: Kunali, Free-as-Wind, Gurzog gro-Kosh, Seldril, Hatiba, Kareemal, Gilfirion, Elorwe, Ludvikke, Tsetha-Vos, Loulou Villeau, Nilvani, Horvund, Maritia, and Treads-the-Aurbis.
  • Mesite
    Mesite
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    arcanist seems fine to me, a lot of the animations and such look a lot cleaner and smoother than say necromancer or warden

    warden bird is so slow, same goes for the necromancer skull spammable, those just feel super clunky to use

    I like being able to see the birds and skulls travel to their destination. Like a hawk swooping down on their prey. It isn't like you can cast them any quicker if they get there sooner
  • Araneae6537
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    Mesite wrote: »
    arcanist seems fine to me, a lot of the animations and such look a lot cleaner and smoother than say necromancer or warden

    warden bird is so slow, same goes for the necromancer skull spammable, those just feel super clunky to use

    I like being able to see the birds and skulls travel to their destination. Like a hawk swooping down on their prey. It isn't like you can cast them any quicker if they get there sooner

    I agree about the cliff racer, but IMHO, the idea of necromancers throwing skulls at their foes is just silly — more like what a failed necromancer would do in frustration! :lol:
  • Necrotech_Master
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    Mesite wrote: »
    arcanist seems fine to me, a lot of the animations and such look a lot cleaner and smoother than say necromancer or warden

    warden bird is so slow, same goes for the necromancer skull spammable, those just feel super clunky to use

    I like being able to see the birds and skulls travel to their destination. Like a hawk swooping down on their prey. It isn't like you can cast them any quicker if they get there sooner

    thats not the part i have issue with

    it feels clunky to use because you hit the skill and there is such a huge delay on the dmg it feels like it takes 2+ seconds after you hit the skill for it to actually deal dmg, its worse the further away the enemy is (and for the cliff racer feels actually worse if the target is closer to you), and this to me makes it feel awkward to try to weave or deal dmg because everything feels delayed (kind of a feeling of playing in lag but there is no lag)

    the skulls on the necromancer feel clunky to weave because it has 3 different cast animations (throw skull with left hand, then right hand, then both hands), i didnt have as much issue with the projectile speed on this skill as i did the cliff racer, it just feels awkward and the skill doesnt feel impactful/consistent enough to warrant using
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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