First and foremost, skill styles should have been introduced using colors that match the skills of existing classes. As an example - I want sorc skills in the same colors as my main templar's skills.
End than you can add as many pink and purple neon nightmares as you want.
I don't want skill styles to just be an addition for sub-classing, I like that it offers new colours as well.
My only complaint is that it's too few and too slowly. I want to be able to customise my characters to the way I see them rather than being restricted to pre-defined themes and skill styles can do that, but it's a long wait for the right colours on the skills which I use.
I believe they'll go on with the colors they picked on that initial pack, and give it to all skills with every class refresh.First and foremost, skill styles should have been introduced using colors that match the skills of existing classes. As an example - I want sorc skills in the same colors as my main templar's skills.
End than you can add as many pink and purple neon nightmares as you want.
Something interesting that ZOS are trying with this DK rework, is that they are releasing a blue version of every DK skill for Update 49 and it sounds like they will be free.
As much as acid green would have made sense, as the poison damage is being stripped, I’m still pretty happy about this, and really hope that we get a second color choice for each rework to make our skills look better when Subclassing.
Horace-Wimp wrote: »Any chance we can disable ours and other players' visual effects completely? I often lose sight of the targets and my own health bar in the flashy mess and wide up dying unnecessarily. Maybe offer an oversimplified version of the effects so we know there's something there without being blinded by the light (show.)
ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
Horace-Wimp wrote: »Any chance we can disable ours and other players' visual effects completely? I often lose sight of the targets and my own health bar in the flashy mess and wide up dying unnecessarily. Maybe offer an oversimplified version of the effects so we know there's something there without being blinded by the light (show.)
SilverBride wrote: »
SilverBride wrote: »
All VFX, so not the animations, but the glow effects attached to them.
NotaDaedraWorshipper wrote: »SilverBride wrote: »
All VFX, so not the animations, but the glow effects attached to them.
Wonder if they have thought of the noise as well, because a lot of those things don't just explode into existence with a big flash of light but also a loud noise.
Saw Prior Thierric arm pack is returning, and that is one of the worst arms pack because it also makes noise on every swap that is audible for everyone around them.