When it comes to skill and battle effects, the game still looks too colorful and flashy, and especially in massive PvP you can see that. IMHO, this is something that affect the gameplay in several ways, but also how the whole scene looks. Here some points to consider and that might help to generate a more comfortable atmosphere for the player, both in terms of gameplay and also in terms of look & feel:
Use More Muted Color Palette for Effects: Using less saturated or darker colors for skill effects can reduce visual fatigue and make it easier for players to focus on strategy and gameplay mechanics without distractions. This also helps ensure that special effects do not dominate the visual scene, especially in massive combat situations where many players are using abilities simultaneously.
Visual Differentiation by Class: Limiting the more flashy and colorful visual effects to specific classes, like mages or other magical classes, can add a layer of visual strategy, allowing players to quickly identify the type of threat or support a particular class might be providing on the battlefield. For non-magical classes, such as archers, effects could be more subtle or realistic, focusing on showcasing the skill without overwhelming the scene. IMHO, skills like that flashy green arrow-machine gun from the Archer is too much, also it looks more like a Star Wars blaster than a medieval set.
Optimization of Effects for Massive PvP: Consider optimizing effects in massive PvP situations, possibly with a setting that allows players to adjust the intensity or visibility of certain visual effects. This could include options to simplify skill effects in high-player combat situations, reducing the number of flashes, particles, and other graphical elements that can make the action hard to follow.
Visual Feedback and Gameplay: While aesthetics are important, it is crucial that any adjustments to visual effects do not compromise players' ability to read the game and react appropriately. Each skill should have a clear visual indicator of its area of effect, casting time, and immediate impact, so players can make informed decisions in the heat of the moment.
Implementing these changes will require a careful balance between aesthetics, functionality, and accessibility. It would be beneficial for the development team to collect more community feedback and conduct iterative testing to find the right balance that satisfies most players. This feedback and adjustment process is crucial for creating a gaming experience that is both visually appealing and solidly playable.
Finally, I think a good example of how effects should look in a game where large scale PvP is an important part of it, is Throne and Liberty. Look this 2000v1500 player Siege and how, even where you have thousands of players, effects don't cover all the screen. They are not that colorful and more subtle:
https://youtu.be/Mq6iRarVWKA?si=ixq1pfqfLl3e7sSx