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Weapon Line Reworks

Apollosipod
Apollosipod
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As excited as I am for the class reworks, I may actually be more intrigued with the weapon skill line animation updates. For me, the DW animations have been...rough... especially since the change to Flurry. Is anyone else looking forward to new changes? If so, what do you want to see?
  • logarifmik
    logarifmik
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    Personally, I’d like to see more fluid movement animations as well, particularly for diagonal movement, sprinting with weapons drawn, and jumping. I think, updating animations properly is just as crucial to the game's visuals as replacing older models and textures. Given that the game's art direction has evolved significantly over years of development, it seems only logical to do so.
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • MincMincMinc
    MincMincMinc
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    Well so far on the pts two hander has been nothing to write home about. They did an amazing job with crit rush, however for the more commonly used skills like dizzy swing or executioner there are some major issues.

    On dizzy which is the core spammable they made the VFX way too overblown. For a commonly spammed skill we shouldnt have crazy trailing explosion particle effects clogging up the screen. Save those effects for ultimates or CC mechanics that should be flashy to catch your eye in combat. If anything the VFX should only go off when you debuff an enemy with offbalance so both parties know the debuff happened.

    On executioner they changed the character animation to be a generic swipe that is indistinguishable to a light attack. Before it was a very noticeable over the top slam dunk animation that looked like your character was going for the kill. Again with the VFX zos is spamming our screens each cast.....they should have the VFX only trigger when you get a killing blow using executioner. It would give more emphasis to the skill as a whole while also preventing screen bloat. SFX wise the skill nolonger has that chunky feeling so your hits always feel underwhelming, the bonus SFX for each weapon they added also seems to not be working or is too quiet to even hear.
    Edited by MincMincMinc on February 24, 2026 3:58PM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • CatalinaWineMixer2
    Id be curious to know of the limitations with this. While it seems like a simple thing, something throughout the whole game like this is probably not a simple task. Or how the skill styles are implemented and incorporated with it comes to mind.

    I always felt like the game is very beautiful and the graphics are good. Sure there is always room for improvement, but I am happy with the way most of the skills and abilities look.

    In some cases its important to be able to see the abilities so im on the fence about the executioner change for example. If you cant really see it and its getting you or someone else killed in a dungeon, how will you distinguish it from a light attack?
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