What is this post about?
It's been noticeable for a few shows now that the spell effects don't match the environment. At first I thought it was a question of how high the quality of the environment is, but in retrospect I see that it has many shortcomings, such as foliage. So why do some effects seem not to match? I found the answer to this in Narc's recently released video on mage skills.
So I would like to expand and describe this problem here based on this video for people who don't want to watch it for various reasons.
What seems to be the problem?
On the stream of the Ashes of Creation move to Unreal 5, Steven was moving around the winter biome, and even though the texture of the snow was of dubious quality, when he entered the cave, the game looked really good. Realistic lighting did a lot of work there. So it's safe to assume that Ashes uses the latest technology to bring real light to the world.

However, when we look at the effects of some skills, they seem very cartoony, and their lighting creates a strange unnatural contrast with the environment. Light doesn't actually disappear completely in an instant, which is why all hard transitions between light and shadow just look bad.

How to fix it?
Based on good quality sketches, Narc in the video showed a good visual rework of Ball Lightning's ability. In this example, we can see that there is no hard contrast between the effect and the world around. More pronounced interactions with the environment make the ability feel more in tune with the environment. The light emitted by the ability behaves naturally, which makes the difference between the darkest and brightest point smaller, which in turn makes the ability appear less shiny. In general, it seems to me that this example is the perfect scheme of what skills in Ashes of Creation should look like.

Video Source:
https://www.youtube.com/watch?v=bVb1FagPxQI