The map mod list is absolutely unreadable. Both in the map (with overlay map turned on and arrow open) and outside of the map (hovering over a map). It's getting worse, the more tablets are on one map. In endgame it's not uncommon to have 3 towers in range of a map, which means up to 9 modifiers. Plus all the league mechanics, atlas passives, corrupted/cleansed modifiers etc.
It's pretty hard to find one specific modifier I might be interested in (example: look for +1 area level on a cleansed map for the boss point).
Looking at the list in a map, it's the same story. If I want to see if there's any particularly bad explicit map mod I might've missed, or maybe if I want to see how juiced delirium is in terms of splinters, it takes a long time to find the right line.
I'm aware the interface is the same as poe1, but I feel like poe1 didn't have this many different mods on a single map, outside of very late game juicing. In here as soon as you get 3 towers next to each other and do them all 6 mod, you can have 9 extra lines on each map, plus about 6 from a 6 mod waystone itself.
Therefore, I propose a slight tweak to the interface:
Before
After
Forgive sloppy photoshop work.
But adding a small icon (not necessairly these ones, I just took the ones on the atlas and the passive tree), and most importantly grouping things together based on the type of content makes a huge difference in readability.
I'd be okay with just the sorting as well, the mods are all over the place by default. Even just the base map mods are interwoven with atlas league mechanics and mods from tablets.
I'd give the same treatment to the atlas map preview. Icons, sorting by content type etc. This way if I want to see what the breach mods are, they're all clumped together, and are identifiable without reading the text.
I realise this is a pretty down the line thing, there are more important things you have to do. But I got annoyed at the mod list yet again and decided to make a mockup with sorting and icons.