Visual Clutter+On death effects

Sad to say that old Poe1 problem has returned, in poe2 endgame you often simply can't see what's happening on the ground to tell whether or not some hidden one-shot will get you.

It's not telegraphed to the player whether or not they'll die if they step there. Combined with one life on maps, and well. you can see the problem.

So every fight becomes the same boring strat of- do your damage, back way off, wait for all the visual spam to die out and you know it's safe to move on.

I don't think on death effects, or 1 life per map are really the problem. We just need to have the visual clutter massively culled down. I'm sure it sucks for the art team to hear but it just flat out is making the game worse to have 10 overlapping effects from skills, projectiles, auras, monsters, ground degen, my totems/minions, aoe attacks, the big healthbars.. it just adds up to way too much.
Last bumped on Dec 14, 2024, 7:40:58 PM

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