![]() ![]() Combat before this change felt very 'floaty' and without actual feedback. To give you the quick and dirty, the biggest change for me was the collision detection that they implemented towards the end of beta. And this is just the tip of the iceberg: there are lots of little events, a full storyline and quests, more crafting opportunities, and entries to the Trials, our large-group Veteran PvE content. These can be replayed as much as you want. There are also story areas that are similar to very large dungeons-each has a quest guiding you through them. ![]() There are events similar in mechanics to Dark Anchors but with a different fiction-and much more difficult. Delves are instanced to your group these are the interior spaces where you’ll always find a boss and a Skyshard. Imagine a zone similar in setup to a standard PvE zone, but tuned for a group of four. The story revolves around a mysterious removal of the constellations from the sky, so the Warrior, the Thief, the Mage, and the Serpent all play a part in unraveling the mystery of Craglorn. All content in Craglorn is built for a group of four. The first ESO Adventure Zone is called Craglorn, a zone that is situated between Hammerfell and Cyrodiil.
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