The visual clarity of this game is absolutely atrocious

I am so bloody tired of dying effects completely off my screen that I'm somehow just barely in the middle of.

Examples: The balls on searing exarch have a contact zone larger than their in-game models, and the field of view on the arena is far too small. You cannot see the complete patterns, and as such frequently end up in no-win situations because the game failed to present the necessary information.

Multiple boss "slam" abilities that, depending on where the boss teleports to in their arena, are able to hit you from off-screen where you cannot see the boss' model, or the animation it is telegraphing. I'm also including Cyrus beams, and the transition between zana phases in shaper in this category.


Ungodly floor clutter: Millions of neat particle explody effects that linger around, making it impossible to actually see what is dangerous and what is not. This is particularly egregious with the butt ugly delirium filter. (PLEASE ALLOW US TO COMPLETELY DISABLE THIS EFFECT. It is physically debilitating to people with motion sickness issues, or color-blind folks. )


Telegraphs are utterly worthless if players cannot see them. The abysmal visual clarity of Path of Exile is an active detriment to it's health, and at times it is so infuriating that I often ponder just uninstalling entirely.
Last bumped on Dec 21, 2022, 3:22:29 AM
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Visual clutter will be a problem long as they continue with quantity instead of quality in enemy design. Warframe had the same problem when it was changed into a horde shooter.

I've played both since beta 10 years now and it's interesting how both developed the same issue with enemy density and how it debilitated not only the player experience but the game's design as well.

Mobility became king in both games. The need to aim was lost in both games. Tactical positioning was replaced by basic twitch mechanics most ignore. Player damage output is off the charts.

Outside the off screen issues mentioned. All this can be said about Diablo 3 as well. Not a coincidence. Throwing more and more enemies at players is simply a fundamental design flaw.

I still play Diablo 1 every couple years or so to remind myself. A game that has none of these problems. I have to disengage, sometimes use corners as cover, zig zag my movement when gap closing, time spell casting else be interrupted, strafe bow shows against other ranged enemies.

It's all incredibly basic in design of course but it's there.
"Never trust floating women." -Officer Kirac
Apples to oranges comparisons, and nothing that really addresses any of my points.



Camera angle needs to be improved so that the entire boss arena is visible, particularly during movement critical situations such as Searing Exarch's orb phase, where patterns are spawning at the very edge of the map.

I just lost 4 of my 6 portals on Sirus because it was impossible to see where the fight was actually supposed to happen. He spends half the time invincible, sitting in his storm spamming aoe. Then, when he's actually able to be seen his stupid stage is SO UNNECESSARILY DARK that it's absurdly hard to actually see where the prick is when you can damage him.

It's just bad. It's infuriatingly poor game design and it ruins any enthusiasm I have to actually put effort into endgame play. Either fix the visual clarity, or remove these fights and move their loot elsewhere.

What visual clarity?
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
For some reason, GGG loves their same-on-same colour palettes where you can't see Jack the majority of the time. You mentioned Sirus, but that's just the tip of the iceberg. The entirety of Delirium is like that, where even elemental attacks get the same colour-normalization so everything looks the same - to the point that, often, one has to navigate via minimap.

This is compounded by the fact that the visuals of many abilities, including ground degens, absolutely suck at conveying the appropriate information to the player. Namely, where it is safe to stand and where it's not. Make them monochrome and it gets even worse.

I'm half-convinced that GGG keeps putting out bad visual clarity not just because they happen to like the aesthetics (I'm sure they do), but because if they started adding good visual clarity to newer content, they'd face immense pressure to go back and fix the old, too, and that's a LOT of work.

No changes till PoE 2 I bet. And if PoE 2 comes out looking the same, then I don't know what to tell you LOL
Last edited by Walkiry#7196 on Dec 21, 2022, 3:01:34 AM
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If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.

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