Ground Effects Visibility

As of right now, the visibility of ground effects, which are very dangerous in PoE2 are very low. Foliage and Fog effects cover every single ground effects. With how dangerous these ground effects are, they need to be more visible.
Last bumped on May 6, 2025, 6:44:32 AM
This, I cannot emphasize this enough. The maps are pretty, but the effect layer should always be visible.

Just now, I was fighting a pack that was putting down cold explosions everywhere. Cold AOE is not visible enough as it is, but this time, it was entirely covered by grass and shrubs and I could only guess where the effect is from its central "orb"

For some effects, especially the chaos AOEs, there's no 'above ground level' indicator for the oncoming AOE, making it virtually impossible to dodge on purpose on certain maps.
I'm playing a warrior doing maps with friends and one of them is a necromancer and it's very hard for me to see what and how I am dying allot of times. I am fully tank build and I just see myself randomly dying to effects I can't see because of all the things going on the screen with all these effects (literally 1600HP bar gone in 1 second). Maybe an option to be able to highlight enemy effects more so I can see the actual difference between enemy and friendly effects. When I'm playing with my warrior friend I don't have any of these problems as ALL effects are basically hostile.. Also bloodpools, acid and whatever the brown stuff is.. very hard to see...
Completely agree. I've died a handful of times now from attacks that I just couldn't see in the savannah maps because the foliage covered every particle. Then on top of that, I stopped playing the firewall and AoE builds because anything covering the ground caused me to die far too often to effects I can't see.


They need to make ground enemy attacks WAYYY brighter and more visible and they need to have a transparency slider for Ally and Player attacks to make them far less visible so we can properly dodge the game's mechanics. Far too many ground attacks are 100 to 0 type of attacks, even when playing with a tanky build (level 72 with 3000 shield + hp combined with 75% resistances)
Last edited by Genorok#2319 on Dec 25, 2024, 12:08:00 AM
+1, ground effects themselves either need to be made clearer, or we need some kind of screen indicator (other than or in addition to the debuff icon) that lets us know we're standing in bad shit. Right now it's too easy to be standing on burning ground and not notice until you've lost too much hp (obviously fire resist/ignite mitigation help this, but having a more noticeable indicator especially when the damage can be so deadly would be quite helpful).
100% agreed, I just died to burning ground that came from a rare in a forge map that I didn't see until I died well after it and every other mob were already dead. We need to see these effects, screen flashs or burns or something. Also: make the rares easier to spot and identify their modifiers. Often times I'm fighting rares with 6-8 mods and can really only identify 2-3 of their mechs based on shield, bubble or glow.
+1

Half the time I have no idea I'm standing in something damaging until I start to see my health bar dip. On some maps the effects are practically invisible.
Yeah it's gotten a little better but it's still hard to sort out. Particularly instances where someone I'm playing with has the same element as the baddie.


I almost think ggg should implement an avatar the last airbender solution and make allied and enemy elements different colors. (Like blue fire vs red fire and something similar for electricity.

I haven't had this experience much with cold but with multiple players everything just becomes a messy wash and the ground elements just start to blend in (2-3 players)
Visual clarity is absolutely horrible. Depending on your build it is almost impossible to see anything until you stop using skills and their effects/visuals end. And that is on top of visual cluttered maps - even without them being delirious!
As of today, the effects are still unable to be seen, and have even gotten worse.

Last "season" we could see some of the effects or items that would cause us damage (IE the mushrooms that explode in the grim tangle) but now those effects are no longer visible and are dangerously powerful as well.

It also seems that explosive skills (corpse explosion) on enemies and ground effects (ie explosions from enemies) if you are not present for the explosion, will stay in the area until you are near it, but you will no longer be able to see the animations/area that it was previously affecting.

It also seems that even with high resistances, energy shield, health, the amount of damage that a person takes once these effects deploy is instant death with no chance to avoid as it feels like the effects are instant with no visible ques to the said damage.

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