Visual Clarity of skills is already WORSE than poe1

+1 want to see something on a screen
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+1 want to see something on a screen


same
playing solo i am used to the projectiles I send,
and am rarely confused about the opfor.

perhaps in multiplayer it is hard to determine
where enemy aoe is situated vs allied. no different
than poe1.

I suppose the only solution is an ugly one.
allow for allied colours. all fire is red, all ice
is blue. lit is close to white. but. what if allied
aoe and fire was blue shifted. and the opfor was redshifted?

if you cant see it, it must be made more obvious.

I dont want any changes really to this, im just conjecturing
how it could be made better for you. potentially.

it might work, and look good. I don't see the need tho.
its usually just me fighting bosses.
The situation is made worse by the barely visible path blocking debris scattered liberally through the narrow corridors of every single map.

If GGG wants to fill the entire screen with bright colors to tickle the fried dopamine receptors of arpg slot machine addicts the least they could do is remove the random piles of pebbles from the narrow corridors my character is forced to stumble through.
+1

I would argue that scaling via pack size is the core of the visual clarity problem. Large amount of monsters swarming the players make large AoE or extreme amount of projectiles basically a necessity, and because skills should be connected to strong enough visual feedback (believe me, you want it), here we are... To me, 0.1 Act 1, maybe at least partially Act 2, felt mostly balanced in terms of monster density and fight difficulty. In Act 3, I already felt the push towards AoE clearing. In 0.4, I feel like even the end of Act 1 has too many monsters.

I can imagine various problems and solutions - for example, if fights with a 2-5 white/blue monsters would take 6-12 seconds, it pushes ranged characters with weaker defenses toward slowing/incapacitating skills: but those may need to be rebalanced (made stronger) properly. Loot and map sizes would need to be balanced against this as well. And so much more... However, I can imagine the fights would be actually more fun than blasting through thousands of monsters in a few minutes.

And on the transparency slider: I think that would be horrible solution. First, the experience would be not satisfying (lack of or not strong enough feedback when using a skill), and also: adding transparency like this could have non trivial performance impact - it depends on the technical implementation of VFX and the game engine to a certain degree. If it is already optimized (and I am inclined to believe it is), it could get significantly worse.
Last edited by Illfuniss#3950 on Mar 29, 2026, 9:17:55 PM
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just wait for chris wilson light pattern new arpg. Atleast they will respect economy and players. This is what im hoping for.


This.
+1

Additionally certain rare / boss animations cause desync (as in snap to the player 90+ degrees without turning) when minions are involved.
Can't see anything on screen with so many mage skills that ruin ground visual clarity.

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