Visual Clarity of skills is already WORSE than poe1

Actually mind blowing when you think about it. If you watch the presentation from act2 back in 2021 it seems that they solved the visual vomit on the screen.

Somehow they ended up making it worse than PoE
just wait for chris wilson light pattern new arpg. Atleast they will respect economy and players. This is what im hoping for.
PoE3 will fix this

Remember, 3 games 2 campaigns.
1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793
2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605
3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886
+1000000
I often see topics on the forum where players simply beg developers to add what other games have by default, ggg tests the patience of its players, the players are very loyal, but any patience has a limit, some just get tired of waiting for the game to add what should have been in it from the first day.
- Death Log
- A doll for the DPS test
- The ability to cancel or reduce the visibility of visual effects
- The ability to save builds and quickly change them
- The ability to pick up grouped loot from the floor without poking at each individual object.

It's so easy to show love for the players, and I don't even want to hear that it contradicts their vision, vision is when you clearly understand where your game is going, now we see that they are doing everything blindly without the ability to predict the results of their actions.
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LadyValkyrie1#3750 a écrit :
Is this "The Vision"?


yes :))) so it seems.
All jokes aside, we definatelly need a visual clarity overhaul
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Foozenberg#2833 a écrit :

It almost feels like the player skills were designed to look good in a vacuum, not with the endgame scaling in mind.


Because that's what most likely happened. I'd like to remind everyone that endgame was something they put together in a hurry as admitted by them. I'd also like to remind everyone of the backlash they faced from the PoE1 community to make it like PoE1 and not as they initially described PoE2 to be like.

What happened most likely was that the game and effects in general were designed to be for a more reactionary moment to moment combat paced game but they changed pace or had no proper framework to make it happen by introducing old systems with too few changes to accommodate for that.

No amount of sliders for effects will fix that, as some people claim.
"Sigh"
Dernière édition par IonSugeRau1#1069, le 25 janv. 2026 à 02:19:25
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IonSugeRau1#1069 a écrit :
"
Foozenberg#2833 a écrit :

It almost feels like the player skills were designed to look good in a vacuum, not with the endgame scaling in mind.


Because that's what most likely happened. I'd like to remind everyone that endgame was something they put together in a hurry as admitted by them. I'd also like to remind everyone of the backlash they faced from the PoE1 community to make it like PoE1 and not as they initially described PoE2 to be like.

What happened most likely was that the game and effects in general were designed to be for a more reactionary moment to moment combat paced game but they changed pace or had no proper framework to make it happen by introducing old systems with too few changes to accommodate for that.

No amount of sliders for effects will fix that, as some people claim.


The only issue with such theory is that 0.1 was Vision Unmitigated and still felt like PoE 1 in endgame, with endless colored vomit and meaningless interactions other than dodge roll.

GGG can't be FromSoft, might as well be GGG (with a slider for detail/transparency, come on)
+1:

Visual clutter is insane in this game, and I cannot see what's happening over half the time, no matter what class I'm playing. I really don't know how to solve this issue because we all want powerful flashy characters, but the not the clutter. I STILL think the camera should be zoomed out by like 10% more or so, at LEAST in bosses FFS.
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I really don't know how to solve this issue because we all want powerful flashy characters,


I don't want "powerful flashy characters" so speak for yourself.

Anyway, the problem is there because game mechanics allow massive AOEs even for starter builds even in early campaign. In all arpgs massive clutter was there only for super strong deep endgame chars who clear screens by pressing 1 button; it existed since Diablo 1. But at this stage they only hunted for loot and so didn't care about monsters or combat or whatever (literally slot machine lever pulling). So no one ever complained. Just shiny effects of slot machine, like in casino. Why complain if you don't care about combat anymore.

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