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Did they learn nothing from the NB Grim Focus incident?

Shagreth
Shagreth
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I don’t understand how we ended up here again.

After all the feedback around Grim Focus and how bad it felt to have your weapon’s glow overridden, why are we repeating the exact same mistake with DK skills like Igneous Weapons? Replacing the model/glow of your currently equipped weapon is such a poor design choice. People spend time (and often money) customizing their characters’ looks -- overriding that with a forced visual effect just feels terrible.

And then there’s the Banner… honestly, it’s even worse. No matter how strong it is, I refuse to run it because it looks completely out of place with most character themes. It breaks immersion in a way that’s hard to ignore.

This isn’t about power level... it’s about player expression and visual consistency.

Please, just give us options:

Toggle the visual effects on/off
Let us keep our weapon styles visible
Offer alternative visuals that fit different aesthetics

We’ve already been through this once. It’d be nice to see that feedback actually stick this time. That is all, otherwise -- I am liking the new systems, and really looking forward to stuff like overland difficulty etc. @ZOS_Kevin Please prove to us that you're actually listening. p.s. you still owe me weather control in the Fair Wind's. Buccaneer Bay better have it.
  • tomofhyrule
    tomofhyrule
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    Shagreth wrote: »
    Please, just give us options:

    Toggle the visual effects on/off
    They are literally working on that
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    Shagreth wrote: »
    Let us keep our weapon styles visible
    They are literally working on that
    ZOS_Erin wrote: »
    Athory wrote: »
    Hi! Just checking in to see if there have been any updates on this since the last message. Is there any news or an estimated timeframe for a possible change? Thanks!

    The team will be implementing a skill style for Molten Weapons that does not include the weapon override. It will come from in-game sourcing, but further details are still being worked out and we'll provide another update when we can.
    Shagreth wrote: »
    Offer alternative visuals that fit different aesthetics
    That's what Skill Styles are for, and they are continually releasing for various skills.

    Edited by tomofhyrule on April 5, 2026 2:05PM
  • coop500
    coop500
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    Shagreth wrote: »
    Please, just give us options:

    Toggle the visual effects on/off
    They are literally working on that
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    Shagreth wrote: »
    Let us keep our weapon styles visible
    They are literally working on that
    ZOS_Erin wrote: »
    Athory wrote: »
    Hi! Just checking in to see if there have been any updates on this since the last message. Is there any news or an estimated timeframe for a possible change? Thanks!

    The team will be implementing a skill style for Molten Weapons that does not include the weapon override. It will come from in-game sourcing, but further details are still being worked out and we'll provide another update when we can.
    Shagreth wrote: »
    Offer alternative visuals that fit different aesthetics
    That's what Skill Styles are for, and they are continually releasing for various skills.

    Well they shouldn't have done it in the first place, to be fair. ESPECIALLY model replacement with these ugly bulky lava weapons. Sorry if you (anybody) likes the design, but I hate them and nobody should be forced to use them.

    Also, it's such a simple change for the final one, remove the weapon replacement, and yet we still don't have it. Would be a perfect item to put in the bazaar or ideally for free. They claimed they would do something with Grim Focus too and they ain't done anything, so it's hard to be appeased until we actually SEE the thing they promised.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Soarora
    Soarora
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    coop500 wrote: »
    Shagreth wrote: »
    Please, just give us options:

    Toggle the visual effects on/off
    They are literally working on that
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    Shagreth wrote: »
    Let us keep our weapon styles visible
    They are literally working on that
    ZOS_Erin wrote: »
    Athory wrote: »
    Hi! Just checking in to see if there have been any updates on this since the last message. Is there any news or an estimated timeframe for a possible change? Thanks!

    The team will be implementing a skill style for Molten Weapons that does not include the weapon override. It will come from in-game sourcing, but further details are still being worked out and we'll provide another update when we can.
    Shagreth wrote: »
    Offer alternative visuals that fit different aesthetics
    That's what Skill Styles are for, and they are continually releasing for various skills.

    Well they shouldn't have done it in the first place, to be fair. ESPECIALLY model replacement with these ugly bulky lava weapons. Sorry if you (anybody) likes the design, but I hate them and nobody should be forced to use them.

    Also, it's such a simple change for the final one, remove the weapon replacement, and yet we still don't have it. Would be a perfect item to put in the bazaar or ideally for free. They claimed they would do something with Grim Focus too and they ain't done anything, so it's hard to be appeased until we actually SEE the thing they promised.

    I liked them… until I started actually playing my DK on live and basically immediately became team “I don’t like a skill replacing my weapons” and “these look a bit weird”.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Vonnegut2506
    Vonnegut2506
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    coop500 wrote: »
    Shagreth wrote: »
    Please, just give us options:

    Toggle the visual effects on/off
    They are literally working on that
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    Shagreth wrote: »
    Let us keep our weapon styles visible
    They are literally working on that
    ZOS_Erin wrote: »
    Athory wrote: »
    Hi! Just checking in to see if there have been any updates on this since the last message. Is there any news or an estimated timeframe for a possible change? Thanks!

    The team will be implementing a skill style for Molten Weapons that does not include the weapon override. It will come from in-game sourcing, but further details are still being worked out and we'll provide another update when we can.
    Shagreth wrote: »
    Offer alternative visuals that fit different aesthetics
    That's what Skill Styles are for, and they are continually releasing for various skills.

    Well they shouldn't have done it in the first place, to be fair. ESPECIALLY model replacement with these ugly bulky lava weapons. Sorry if you (anybody) likes the design, but I hate them and nobody should be forced to use them.

    Also, it's such a simple change for the final one, remove the weapon replacement, and yet we still don't have it. Would be a perfect item to put in the bazaar or ideally for free. They claimed they would do something with Grim Focus too and they ain't done anything, so it's hard to be appeased until we actually SEE the thing they promised.

    I like them, and I hope they leave the option to keep the new visuals.
  • coop500
    coop500
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    coop500 wrote: »
    Shagreth wrote: »
    Please, just give us options:

    Toggle the visual effects on/off
    They are literally working on that
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    Shagreth wrote: »
    Let us keep our weapon styles visible
    They are literally working on that
    ZOS_Erin wrote: »
    Athory wrote: »
    Hi! Just checking in to see if there have been any updates on this since the last message. Is there any news or an estimated timeframe for a possible change? Thanks!

    The team will be implementing a skill style for Molten Weapons that does not include the weapon override. It will come from in-game sourcing, but further details are still being worked out and we'll provide another update when we can.
    Shagreth wrote: »
    Offer alternative visuals that fit different aesthetics
    That's what Skill Styles are for, and they are continually releasing for various skills.

    Well they shouldn't have done it in the first place, to be fair. ESPECIALLY model replacement with these ugly bulky lava weapons. Sorry if you (anybody) likes the design, but I hate them and nobody should be forced to use them.

    Also, it's such a simple change for the final one, remove the weapon replacement, and yet we still don't have it. Would be a perfect item to put in the bazaar or ideally for free. They claimed they would do something with Grim Focus too and they ain't done anything, so it's hard to be appeased until we actually SEE the thing they promised.

    I like them, and I hope they leave the option to keep the new visuals.

    They will, the post Tom shared literally said that. They're just 'supposedly' giving an option for those of us who are fed up about being robbed cosmetics we paid for.
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
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