Sirus fight is still terrible
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I'm less concerned about the rewards and more concerned with the visuals and mechanics. Their testing team really needs to stop Q&Aing the game with top end rigs. Try playing it on a rig where you've got most of the visual effects set to low, now on a monitor that is not perfect, in a room with perhaps another source of light. Then go a play the fight and see how good all the visual cues are.
Dark effects in a dark environment are just plain bad design. Swirling dark clouds with unclear perimeters. Sometimes you can walk through and it's fine, other times you get ruined. Again, not fun game play, it's bad design. Path of Exile is rife with these types of decisions, just have a look at Catarina's arena fight. There's a way to create a dark brooding cave feel without just making everything black. At times it feels like the DC Universe and the final season of Game of Thrones had a baby together. If we go back to GGG's early game design we never saw problems like these. The first three Act bosses had two in either a dark cave or a dark temple but you could see what you needed to see, the inability to see something did not compromise you succeeding. If they just tidied up these issues it would certainly help somewhat. |
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