Monster Mod text...
Allow us to hide modifiers we do not care about and only show the ones our build views as dangerous.
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A. Background. Box. *!!!*
That is all I ask; that is all we need. Please! Listen to me! - 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
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" /CrusadeFace. /*Vigorous gesticulation!* A black box, whose transparency is controlled by slide in menu UI, behind monster text. And then a monster text filter, sometime in the reasonable future. - 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
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And then minion stats, in-game.
...yeah. Guess we'll have to wait some more decades for both of that things to happen. And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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Being able to filter out the mods that have no effect on you would be really handy.
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" Hear, hear! It's time GGG announced QoL "Monster Mod" text-reading improvements. Gone are the days of the old, clunky minimap (nearly)... Gone are the days of "desync" and nonthreaded inanity... Gone are the days of not having a back pathway in Lioneye's Watch to get to the Waypoint... In this new and bright era, the dawn must see new horizons achieved: we must, with clarity, go forth... and fix hard-to-read Monster Mod text!!1! :) [PS, I'm going to keep bumping this until you announce/do something so Exiles can easily identify and decipher Monster Mod text.] Cheeeeeers - 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
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A (Semi-Transparent) Black Box Behind Monster Text! Please :)
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Would anyone like to weigh in, maybe throw a +1 this way?
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Bump bc a little birdie told me this isn't in the patch notes... ;)
... OK, there was no birdie, but bump anyway. :D - 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
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