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How are folks feeling about new ESO direction?

  • FlipFlopFrog
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    I think everybody has missed the smallest but most important detail concerning the direction of the game. The flashy over the top almost anime style animations which can be seen with the two handed weapon refresh.

    The Elder Scrolls series has always leaned toward a grounded, believable art style rather than the exaggerated, flashy aesthetic often associated with anime. From the early days of Morrowind and Oblivion and especially Skyrim, the visual design has focused on creating a world that feels ancient, lived-in, and rooted in realistic medieval inspirations. Armour looks heavy and practical, architecture feels weathered and functional, and environments emphasize natural landscapes rather than stylized spectacle.

    Even when the series explores fantastical concepts like Daedra, magic, or otherworldly realms the presentation is usually restrained and atmospheric rather than flamboyant. For example, the alien landscapes of Vvardenfell in Morrowind still feel like part of a believable ecosystem, and Skyrim’s Nordic ruins, fur armour, and rugged mountains reinforce a gritty, grounded tone inspired by real-world Scandinavian cultures.
    This design philosophy carried into The Elder Scrolls Online when it launched. Its art direction aimed to unify the different provinces of Tamriel while keeping the series’ signature realism, muted colours, functional armour, and environments that look like places people actually live.

    It's a bit concerning that newer creative direction in ESO seems to be drifting toward flashier mounts, glowing cosmetics and over the top animations that can feel closer to anime or high-fantasy spectacle than the grounded tone the series traditionally maintained.

    While cosmetic variety can be fun, the worry is that too much of this style risks diluting the immersive, “lived-in world” feeling that has always been central to the identity of The Elder Scrolls.
    In short, the franchise built its reputation on believable fantasy rather than visual spectacle. That's what we expect. Shifting too far toward a flashy, stylized direction risks losing the atmospheric realism that made Tamriel feel like a real place rather than just a fantasy theme park.
    PC EU
  • spartaxoxo
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    The Elder Scrolls has always had fantastical elements. I don't think that a ton has changed, except with the melee weapons. Spells were always flashy. The current mounts don't look crazy different to Arvak.

    R.857fb1b918d083faaf4e0ff234b9ea7f?rik=c7hU%2frbc2mlJLg&riu=http%3a%2f%2fvignette2.wikia.nocookie.net%2fa-skyrim-tale-by-venturian%2fimages%2f1%2f14%2f22089-1-1366559405.jpg%2frevision%2flatest%3fcb%3d20140102100119&ehk=C%2fpHIJwuHwsjUIdn1aPGc2%2bWNRmRnY1UnUCk3%2feLpSE%3d&risl=&pid=ImgRaw&r=0

    _oFqLIjdapRu3WxvHEmZxcY8jrdi0W5Nx-9Q2RNUwKCcHbaQzhPGEn1wcs9LO97CCa4kWVF8u1uXiAGmn8g67nRfHlDYEbwZDc8J5-v-g4NDB4U6eVHc553TDBTygApfsNtPbf4X


    I think that the problem is that it's an MMO and you can't turn off others visual effects. Arvak was special to you. If everyone is running around with him, then it just becomes mundane looking.

    Thankfully, we'll be getting something done about this soon so we'll able to adjust these effects somehow at a later date as part of their plans.

    I do think the 2H weapons shouldn't be as flashy though. That was always the option for those who preferred a more mundane look.
    Edited by spartaxoxo on March 17, 2026 12:05AM
  • Syldras
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    spartaxoxo wrote: »
    If good quests becomes background noise because it's to be expected then they become harder to appreciate on their own merits.

    I didn't talk about good quests, but about basic zone background lore. From my point of view, there is a difference. I view a quest as a specific (more or less one-time) "event" or experience - like watching a movie or reading a book - , hopefully being atmospheric in visuals and dialogue, and leaving an impact, either emotionally or by making one think about a topic for a while. Interesting writing can achieve that, no matter if it's for a movie, a game, or if it's a book. Basically it feels like a short trip into a different world or era. The Corelanya Manor quest absolutely achieved that for me, to name one example.

    Background lore, mostly narrated through lorebooks or through different dialogue bits throughout a zone, or through environmental storytelling, is of course important for world building as well. But it still feels different to me. It's not as scenic in the theatrical sense, it's not as dense in terms of atmosphere, it's a aspect that develops over a longer time, and it often has a more informative feel (it doesn't tell us a specific story, it tells us about the place where we are, the parameters of the world basically). Of course that means it's "background noise" in a way, compared to the atmospherically condensed type of storytelling that we see in quests. And while it doesn't leave that impact that a singular event in a story can achieve, it's still important, of course - but in a different way. It is a necessity in a way. Could a zone be released without any lore background at all? Of course not. We don't walk through a grey void (let alone that even a grey void would lead to lore questions).
    spartaxoxo wrote: »
    I just know I'm more likely to enjoy the stories if I evaluate each on its own merits before thinking about how it compares to the broader Elder Scrolls experience.

    It's more like one might find a thing awesome until one realizes it can also be done better. Of course standards remain after that. Someone who might have only read some badly written cheap novels before might completely change their view about how good writing looks like once they've experienced it. And then, sadly, slop won't feel like the acceptable standard anymore - but like slop. And while I would not put ESO on that low level, there are big writing quality differences throughout the years.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • heimdall14_9
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    for me this last update destroyed my love for the game automated actions do not need to be allowed but being popularity is key to keeping players around so they have allowed just that a game ruled by add-ons ..... something i can never stand behind in my games i choose to buy or play
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 99% full game all vet HM SR ND ( U46) release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ww add-on takes the integrity of the GAME away
  • Syldras
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    spartaxoxo wrote: »
    I think that the problem is that it's an MMO and you can't turn off others visual effects. Arvak was special to you. If everyone is running around with him, then it just becomes mundane looking.

    Arwak wasn't only special (or not, depending on character) to the player, but it was a special and unique being in the narration. It had a special status. And as such it deserved, from my point of view, a special look. Like artifacts can be "flashy" (and if they're not, that might also mean a thing, narratively). Or like some powerful spell can look like one. That's not the problem. The problem is if everything looks like a laser show, the important items don't leave that much of an impactful impression anymore. It negatively impacts the worldbuilding/atmosphere and the storytelling.

    Also there's the problem of eyestrain. While one horse with blue flames might not be too eye-straining, 5 or 10 of them might be an entirely different thing.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • spartaxoxo
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    Syldras wrote: »
    spartaxoxo wrote: »
    I think that the problem is that it's an MMO and you can't turn off others visual effects. Arvak was special to you. If everyone is running around with him, then it just becomes mundane looking.

    Arwak wasn't only special (or not, depending on character) to the player, but it was a special and unique being in the narration. It had a special status. And as such it deserved, from my point of view, a special look. Like artifacts can be "flashy" (and if they're not, that might also mean a thing, narratively). Or like some powerful spell can look like one. That's not the problem. The problem is if everything looks like a laser show, the important items don't leave that much of an impactful impression anymore. It negatively impacts the worldbuilding/atmosphere and the storytelling.

    Also there's the problem of eyestrain. While one horse with blue flames might not be too eye-straining, 5 or 10 of them might be an entirely different thing.

    Yeah. I agree. That's what I was trying to get at here.
    spartaxoxo wrote: »
    I think that the problem is that it's an MMO and you can't turn off others visual effects. Arvak was special to you. If everyone is running around with him, then it just becomes mundane looking.


    I don't think the problem is the art direction but rather than it is an MMO. An MMO means a lot of Arvaks instead of just one. The mounts in this game are special lorewise too. Most NPCs aren't using them.

    ETA

    Well, the art exception is the 2H. I agree that it should have an option to be mundane.
    Edited by spartaxoxo on March 17, 2026 1:26AM
  • BretonMage
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    spartaxoxo wrote: »
    The Elder Scrolls has always had fantastical elements. I don't think that a ton has changed, except with the melee weapons. Spells were always flashy. The current mounts don't look crazy different to Arvak.

    R.857fb1b918d083faaf4e0ff234b9ea7f?rik=c7hU%2frbc2mlJLg&riu=http%3a%2f%2fvignette2.wikia.nocookie.net%2fa-skyrim-tale-by-venturian%2fimages%2f1%2f14%2f22089-1-1366559405.jpg%2frevision%2flatest%3fcb%3d20140102100119&ehk=C%2fpHIJwuHwsjUIdn1aPGc2%2bWNRmRnY1UnUCk3%2feLpSE%3d&risl=&pid=ImgRaw&r=0

    This is the mounting up animation for Khenarthi's Thundersteed:
    yi1vptk8e454.jpg

    Someone mounted up on one next to me and it hurt my eyes for several minutes; I had to quit the game for a bit. I would take a hundred Arvaks over this.
  • spartaxoxo
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    BretonMage wrote: »
    Someone mounted up on one next to me and it hurt my eyes for several minutes; I had to quit the game for a bit. I would take a hundred Arvaks over this.

    They're already adding in a way to turn that off so hopefully it will be finished sooner rather than later.
  • VixxVexx
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    A big improvement when compared to the constant back and fourth changes from before.

    However, it does seems like it's winding down. They are adding things to the game that aren't too much work, but keep us busy and can be marketed as features. Some of these features would be on the level of a hotfix in most other games. I just get the feeling that there are like 5 people working on this game instead of a whole studio.
    • Night Market, Gold Coast Bazaar, Tomes feel like busy work
    • Dk changes are rushed and unfinished
    • Story and zone content heavily reduced
    • Repetative in-game events

  • ADarklore
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    VixxVexx wrote: »
    A big improvement when compared to the constant back and fourth changes from before.

    However, it does seems like it's winding down. They are adding things to the game that aren't too much work, but keep us busy and can be marketed as features. Some of these features would be on the level of a hotfix in most other games. I just get the feeling that there are like 5 people working on this game instead of a whole studio.
    • Night Market, Gold Coast Bazaar, Tomes feel like busy work
    • Dk changes are rushed and unfinished
    • Story and zone content heavily reduced
    • Repetative in-game events

    So you're a game dev... "adding things to the game that aren't too much work"... really? And IMO, something to do is not 'busy work' it's CONTENT. DK is fine as most people are having a blast with it. Story and zone content reduced because they are focusing on other things this year- such as class reworks and adding additional, as you call it, "busy work". Would you rather it be like New World? And let's not forget, they did have a massive layoff last year and major leadership change... and considering that, I think they have done an excellent job making due with what they've been dealt.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Rungar
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    VixxVexx wrote: »
    A big improvement when compared to the constant back and fourth changes from before.

    However, it does seems like it's winding down. They are adding things to the game that aren't too much work, but keep us busy and can be marketed as features. Some of these features would be on the level of a hotfix in most other games. I just get the feeling that there are like 5 people working on this game instead of a whole studio.

    I agree, they are doing things to comfort existing players, not bring new ones in or bring old ones back. I also think the team has been signifigantly reduced beyond the layoffs last year to maintain profit. Feels like resources are very limited. You would think with the loss of the other game they would proceed with a huge expansion to keep the company alive (they have no other product!) but turns out they dont need it. Microsoft is slowly exiting the games business and not just because of AI either. Keeping you distracted is no longer a priority.
    Edited by Rungar on March 17, 2026 11:11AM
  • Katahdin
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    Rungar wrote: »
    VixxVexx wrote: »
    A big improvement when compared to the constant back and fourth changes from before.

    However, it does seems like it's winding down. They are adding things to the game that aren't too much work, but keep us busy and can be marketed as features. Some of these features would be on the level of a hotfix in most other games. I just get the feeling that there are like 5 people working on this game instead of a whole studio.

    I agree, they are doing things to comfort existing players, not bring new ones in or bring old ones back..



    One of the biggest complaints about almost every expansion and daily rewards and other things that it was "only for new players" and there was "nothing for long term players". How many new zones do we need that are "too easy" because its geared for new players. People complain and have complained about it for years. So now they give is something for established players and people still complain.
    Edited by Katahdin on March 17, 2026 12:46PM
    Beta tester November 2013
  • LadyGP
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    Rungar wrote: »
    VixxVexx wrote: »
    A big improvement when compared to the constant back and fourth changes from before.

    However, it does seems like it's winding down. They are adding things to the game that aren't too much work, but keep us busy and can be marketed as features. Some of these features would be on the level of a hotfix in most other games. I just get the feeling that there are like 5 people working on this game instead of a whole studio.

    I agree, they are doing things to comfort existing players, not bring new ones in or bring old ones back.

    Couldn't disagree with this more. Myself, and a lot of people I know, are coming back to ESO after many years off BECAUSE of the new directions (leadership).
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Syldras
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    Since it came up in this thread earlier, and I know some people here will find it interesting to know: I had somehow suspected it before, but I've found out now that indeed the ESO quests many of us liked most within the past few years were written by the same writer. That includes Zerith-var's and Sharp-as-Night's storylines, Corelanya Manor on Solstice and Tel Dreloth on Telvanni Peninsula. Are we allowed to write the writer's name? I don't know, but the info can be found on UESP. In any way: All is not lost.

    Edited by Syldras on April 4, 2026 9:03PM
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • duagloth
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    Different pile,same smell
  • Thee_Cheshire_Cat
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    Hating it. It's a struggle to even want to keep playing anymore.
    Lady Kat, from the Cheshire Cats.Interested in HEAVY RP? IC at -all- times? https://thecheshirecatseso.proboards.com/#CheshireCats_RPnow
  • shadyjane62
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    It stinks.
  • Esha76
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    Well, I was hear faithfully from early beta to the end of the Apocrypha chapter. The chapter format got stale for me. I lost interest also because I didn't like the quality of the writing as of late, or the pricing. I don't do group content, so there was no justification for me to drop $50 on Season of the Worm... Though when it went on sale I got it and recently finished it up.

    But, from the perspective of an original, and now returning player, I'm optimistic. I watched the live stream the other day and I'm looking forward to what's coming. For example, I recall players requesting underwater and sea battels since launch. Now they've got this beast to a point they can make that happen. In short: We have a lot to look forward to, and I am optimistic they will do it well.

    Also, I don't have the lifestyle where I can play group content. My homelife has me go AFK frequently. I will not subject a group of guildmembers, let alone LFG strangers, to my frequent unavoidable AFKs. So I can't do dungeons and trials. I am thrilled solo dungeons are coming, with the difficulty option for monster helms. I didn't hear/see if motif pages drop too.... I sincerely hope so.

    As for this whole Tomes thing? Um... I don't love or hate it. I will admit, I like doing the challenges. I love getting in-game currency for doing stuff. As for premium and bonus tomes? I'll probably pass. They're going to have to stuff something utterly amazing in Premium for me to open my wallet past my sub.

    Also, I'm enjoying the DK changes. Though I am a casual and easily entertained by flashy animations, so yeah. I am very excited to see how the other class refreshes go.

    TLDR: I'm a returning player looking forward to the things I saw on the live stream the other day. Mixed on Tomes.
    "There is no moisture in your angry stares." - Laughs-at-All
    "I don't know why I bother guarding you horrible people." - Orama Sadas
    "Scales here is about to have a really bad day..." - Valeric
    "Just tell me what you're doing here before I turn your heart into a tomato..." - Sereyne
    "Break those rocks! Dig those ditches! Why??? Because I want you to!!!" - Ifriz the Unraveller
    "There are worse masters than I. Far worse." - Molag Bal
    "I humiliated the Daedra in Mehrunes Spite." - You, when turning in a specific Undaunted Daily.
    "I'm not finding YOU very pleasant!" - Adla the Brewer
    "Old Ri'hirr likes his birds slow and stupid!" - Old Ri'hirr
    "When things get dirty... Oh, I get so flustered." - Meredil the Archivist
    "Too many Argonians about these days..." - Davon's Watch Guard back at launch (though I think this one has been removed from game)
  • Destai
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    Updating my feelings now that the pilot season is open.

    I’m probably the most positive on combat, of all things. The DK rework has been great, and reinvigorated that class for me. If that’s at all indicative of the future reworks, then I think we’re heading into a positive direction. My only concern is if they eventually nerf the DK or the subsequent reworked classes.

    I’m also positive about QoL adjustments. U49 was a blast of goodwill. My only concern there is that future updates may not see that level of improvement. Time will tell, but I am hopeful.

    I am mostly negative on the content and monetization.

    Instead of reducing FOMO, we now see the free endeavors replaced with monetized dailies. Moves like the Tome Points expiration fiasco sink my confidence more than anything. Not only was the Tomes UI indicative of rushed development, but a deepening hold of the monetization model over the game’s systems.

    Tomes overall feels like it was a little shy of ready. I am concerned that the upcoming content is either quest-driven, which I feel we have enough of, or event-driven. We are getting very little in the way of something like IA. And looking at the Night Market achievements, it doesn’t feel exactly rewarding as a long term system.

    My deepest concern is that the drought of new permanent content will continue the game’s decline we’ve see for the last few years. I am here until the end, but not terribly thrilled about the overall direction. I still feel like the new management is listening, so hopefully they can steer us towards calmer, more player friendly waters.
    Edited by Destai on April 6, 2026 12:26AM
  • DoofusMax
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    Overall, it's a mixed bag. In no particular order:

    Communication: 10x better than before. OK, 10x is probably an exaggeration, but still better than it used to be. Many parts of that still need work, but the more frequent livestreams, the efforts being make to keep players up to date on what's happening (and even some of why it's happening) is much appreciated. Many pretty important details were omitted from official descriptions of how some of the newer stuff (Tomes and challenges, for example) would actually operate, so "still needs work."

    Production cycle: jury is still out. I understand and generally like the move toward more focused and hopefully more polished content releases going forward. That said, there haven't been (m)any yet. Writhing Wall and the Writhing Fortress were the last "content" releases and the first run of Fortress was, uhmmm... "less than stellar"? I'm not wholly pinning that event on current leadership as those wheels were undoubtedly set in motion much farther back in time, but "flawed execution of an interesting idea" sums up my take. While I'm very happy that console players will not be lagging PC by a couple of weeks at each update, accomplishing that by trimming a week or so off the PTS cycle seems questionable.

    Tomes: probably the elephant in the room at present. Some good, some "meh," and some really not-good. The idea of a three-month "catalog" of earnable rewards is interesting and I think the system of unlocking pages by earning the currency used to buy from the catalog has some merit. However, and it's a big "however," players on the free tier are required to earn almost 5K points more than there is stuff to buy and they will lose any unspent points in excess of the 2K carryover. This is essentially 3K-4K points worth of grind with nothing to show for it. The total cost to unlock those last pages should not exceed the cost of everything up to and including those last pages on the free tier and ideally should be somewhat less because there will be stuff in there that players won't want. Premium tier is Premium tier; you pays your money... Bonus? $15 extra for a costume and some Tome points isn't appealing. Even the "Deluxe" versions of the Upgrades and Collections included a unique costume (or outfit), a mount, a non-combat pet, and usually one or two other goodies and that was only a $10 upgrade from standard.

    Back to the points, costs, and speaking strictly for myself, I'd need to earn 20K to unlock the two bonus pages (there are some rewards on those that I'd buy), but there are somewhere between 5K and 7K worth of free-tier rewards that I've got no desire or use for. For example, a crate with Exemplary Jewelry will do nothing but occupy inventory space until U50 gets here to let me decon it (all my characters know all traits on all gear) and the same thing with the crate of random Nirnhoned stuff. Alchemy ingredient bag? Puh-leez. My craft bag already floweth over, I give away stuff, and still have more than I'll ever use (I could probably cause at least a temporary market price-dip on Columbine if I were to sell it). Travel Parcel? Everyone's mount is upgraded and I have no use for a Wayshrine Navigation Chart. Adventuring Supply Pack (twice)? Got plenty of that, thank-you-very-much. Crafting upgrade stuff? OK, I'll take the gold mats, but don't really need the rest. If ZOS isn't catching the subtext here, don't make players earn 20K worth of coin, offer them 15K worth of stuff to buy with it (including stuff that they won't want), and then take the coins out of their pockets at the end of the Tome because they have "too many." Exceptionally poor implementation on this front.

    Challenges system: The challenges themselves aren't any great shakes; they're essentially endeavors or pursuits with a different name. There is absolutely nothing new there and that's fine, but rerolls need a lot of work. "Reroll" means "I don't want to do that." Why a player doesn't want to do that is completely irrelevant; they don't and that's all there is to it. Any challenge that a player rerolls should be at least temporarily removed from the pool of potential challenges; don't give it back to them on the next reroll. Instead of rerolls, why not something closer to "here's a list of 10 different challenges for the week, but you must remove five"? Same effect, RNG came up with the list, and the player keeps what they prefer rather than reaching back into the bag for another random Scrabble tile.

    Gold Coast Bazaar: I'm going to have to admit that I haven't looked at it since PTS. I used the Jester's Trade Bars to snag the last piece of the next-to-last Indrik for my collection, and used Anniversary's and some Tome-purchased Trade Bars to get the last one (9 out of 9; just need to rebuild the Nascent). Once I have some Trade Bars, I'll take a look because Indriks can no longer be my ticket-dump.

    Dragonknight Rework: I don't main a DK, but I have one pure-class DK and like the changes. I'm really looking forward to seeing how the Warden rework comes out.

    U49 QoL stuff: Pretty good, all in all. I'm a teeny bit grumpy about the 4K crowns I spent on the Year One pack a few years ago, but I got a few years of play out of before the base-game players got it, too, so it's only a teeny bit. Because, well, that's just how it goes sometimes. Account-wide Outfit slots are good. Don't have any, but will probably pick up a couple or three now that it's not per-character. I'm not a fashionista and mostly just set an oufit and forget about it until a character feels like they need a new look. Vampire/Werewolf going free is nice. I had one character lose theirs (unsaved in the Armory system unfortunately) and didn't feel like spending the crowns or pestering another player for a bite, so that character is back to being a leech again. Side-note that after putting a point back into the Blood Ritual ritual passive, I was not able to bite another player (no idea why not - hadn't bitten anyone in months because I couldn't), but was at least able to tell them how to go talk to the nice lady at the Lamae Bal shrine. Had a couple of others get infected in the wild and the Priests of Arkay are AWOL, but the free Crown Store cure worked and I had to manually remove the quest from their journals. Taken as a whole, a lot of very nice improvements. Now if you'd just turn off visual effect on other players mounts and such, that'd be nice.

    There are other things going on under the hood, but I think that captures the big ones. Some good, some bad, ... We'll just see how it goes as we move forward.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
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