Colors on mods and things
For rare monsters I think you could do colored names with different color highlights to signify different damage types. For instance blue around white could be any form of cold, red around yellow - fire, red around black - bleeding, etc. Also small symbols to denote the information on either side of the mod for quicker identification or classification.
More importantly there is no reason not to apply this to everything in the game where ever you can. If I learn that a fire symbol with an aura around it means that thing does fire damage and can ignite, you can then put that anywhere in the game and I will understand what I am coming up against at a glance. Expedition remnants, eldritch alters, rare mobs, even loot could make use of a system like this where color coding text to its element/effect could make parsing the near novel length of text this game presents us with easier. Also please, . . . please take the time effort and money to make a true color blind mode. Even with the new socket notches there are many times I can not tell a green from a red because the green, red, and tan color of the socket all blend together for me and I find myself squinting coloring 6 links and still miscoloring them at times. Last edited by DragonSound#7740 on Dec 5, 2022, 1:47:30 AM Last bumped on Dec 5, 2022, 2:48:18 AM
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+1
Please consider to put some colors on the "sentences" mods on rare monsters. I can understand you changed Archnemesis mod names that can be a struggle for new/casual players. But after watching many times the Sanctum reveal it's going to be more painfull to read those descriptions, especially on 4 mods rares. if i have trash chaos res, i know the purple description is rippy for me... now i have to read 4 lines and i might be dead before realising anything... sorry for my bad english. Last edited by TheRedVex#3529 on Dec 5, 2022, 2:48:47 AM
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