Addressing the visual clarity problem
I was certain this wasn't going to be as much of an issue as in PoE1 but here we are. The first time I came across this problem was when I was fighting the Djinn on my gas arrow character. I didn't know what was killing me because the poison effect is literally exactly the same as mine. This is confusing and should not be a thing. There needs to be a CLEAR visual distinction somehow between player and enemy skills. As player power increases over time I was spamming gas arrows before igniting the entire screen, covering all ground effects entirely and getting blown up out of nowhere. This is a huge issue and I wish it was talked about more. I feel like on death and ground effects although annoying aren't as bad as people make it out to be if you could actually see them. GGG has mostly succeeded at making the game hard but fair, but there is nothing fair or fun about the screen clutter whatsoever. It promotes heavy gearing and zooming to band-aid fix the problem. Hoping this thread gains some traction and collect as much feedback as possible as I feel like this can be fixed in a variety of different ways;
1) Layering Enemy attacks would simply have a higher priority in the render pipeline and will always show, even if it means completely removing the player's skill effects until the attack is over. Probably the most efficient, but not the cleanest solution. 2) Skill effect transparency setting Allow the player to decrease the visibility of player skills, making it much easier to see ground effects. 3) Unique skill effects for enemies The most time consuming solution that won't work on it's own and needs to be coupled with previous solutions but will help you distinguish between player and enemy skills instantly. In case of the Djinn, the poison effect could just be a bright red for example. Let me know what you think! Last bumped on Dec 27, 2024, 4:44:14 PM
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