The art style is very good in my estimation. It certainly feels high fantasy D&D to me and they make a point to include D&D staples like mimics and beholders etc. My only complaint, and it is minor, with respect to the art and setting is that they overuse pirates. You fight orcs in one dungeon in the game and then come up against pirates either as the whole dungeon or as end-bosses no less than 4 times.
Im actually finding myself switch up abilities more and more as I get accustomed to certain fights and different group setups. There are still abilities that I never use and cannot see myself ever using, but that is mostly due to them being broken rather than not having the space on my 'hotbar'. Was just in a 3 cleric group and so busted out my DPS abilities I dont normally use and was able to do quite respectable damage. Would have been able to do a little better but I just couldnt trust two random clerics enough to completely take Astral Shield off its button.
I think as they add in more classes and fix some abilities / adjust the fight concepts we will see more use of the alternate abilities.
quite good.
There have been more then a few times, I had to stop and take notice.
capes, banners, curtains, grass blowing in the wind, and being impacted by the player walking through them.
horse, standing jump animation. (makes it rear up)
dx 11 light, and water. under the waterfall camp in the werewolf area.
Frost giant axe. just made me stop and consider taking a screen shot a few minutes ago.
Rogue attack animations. despite the stop to attack. attacks are solid and land. sly flourish's animations are fantastic.
frost giants, mimics, gelatinous cube.
mimics and the cube had me smiling.
just needs displacer beast now..
also, but they are undead sky pirates!
Although the sky pirates does bring up another problem.
Skirmishes kindof ruining alot.
they fuck up the story, by revealing shit in zones you shouldn't know until the end. And they make these epic bosses chumps, you kill in a 5min 5 man.
The sky pirate area really shows this off.
you get all these side quests about figuring out why the water is toxic. what caused all the damage to these floating islands? Slow reveals as you put the clues together. if you know your dnd lore you might be able to figure it out. When you go to the first pirate keep, they let you know. or if you did the skirmish, you already killed him in a 5 man. So this ancient black dragon that wrecked the entire sky pirate fortress, armada, and cursed them all with undead, poisoned the water, and just all around fucked up the entire place. you killed in a pick up 5man 2 hours ago. come on.
All that effort to build up the zone, set up a story, and you spoiled it yourself. game designers, what are you doing?
Skirmishes in general are kindof dumb. Dailys especially.
3skirmishes to complete the daily.. atm for me.
really? you want me to play the same 10minute instance 3 times in a row to get the daily? are you TRYING to make me burn out, get bored, as well as outlevel the current level content? what possible reason could you have to make me grind something out on purpose?