VISIBILITY

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I disagree blah blah blah...


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What a genius! More transparent! Let's see how that works out.

No transparency:



50% transparency:



Oh wow, it just makes everything look worse and I still can't see shit.. what a surprise 😲😲

10% transparency:





WOAHHH WE FIXED THE GAME... now it looks like SHIT. WOHOO

Also "dynamic culling so it starts removing some of the clutter at lower fps"... this statement alone is so incredibly dumb... what does this fix for people with rigs that can handle all that clutter?

You just can't make this stuff up...



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AverBeg7#1689 wrote:

Just using my skill on the settings I have puts me under dynamic culling fps and lets me see clearly around it on a mid-level rig;





As you can see, when it gets insane (I dip below 70fps) it culls the more obtrusive effects and renders the more transparent ones. It still feels great to play. I get the impact of the big boom at the beginning but it does not fill my screen one thousand times or tax my framerate as much, it's nice.

Improvements to late game could be:
Spoiler
Say Abyss Monsters effects got cleaned up a little, people could probably see the degen when they need to.

Say, in options there is an option for your party members abilities to always be culled like mine above looks on sub 70fps, just to turn on when you were in a party with multiple builds popping off. People would probably enjoy playing together more.

Say, all of the skills had a nice middleground like this that does not chew up performance/ fill your screen and it was more reliable than the current culling system. We could toggle that on and see with any ability scaled to any crazy amount.

Say, delirium was a bit more clean, people probably wouldn't be as annoyed that it's basically a chisel and required late game.

Not a bad game we're talking about here for the people that actually play lategame, right?



"
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AverBeg7#1689 wrote:


Put my reply in spoilers, sums it up as "blah blah blah"


Of course, because it's nonsense without a grain of thought put into it.



The "nonsense without a thought":

Spoiler
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AverBeg7#1689 wrote:

I disagree. When talking in terms of the overall fidelity of the game traditional combat pacing becomes something that is not relevant in the late game.

In the late game, the game changes from traditional combat pacing to powerful builds and things that can kill them. It is not about engaging with every enemy on some separate level, it is more about avoiding the more dangerous area denial and debuff effects that your build cannot mitigate.

Traditional combat pacing is good to talk about in campaign and early prog, but in the late game we more wanna talk about how to mitigate issues that are inherent to the design through features like dynamic culling, and through mechanics that can interact with more powerful players.

Slowing down the pace of the game from the top down just presents the same issue from a different baseline. Everyone's perfect version of the game is different, and certain people/ groups will have this pacing issue regardless.

It can be a well crafted intentionally paced experience through the campaign and early prog, and then people can become powerful, kill a lot of monsters, and find insane items. To me, that is the best spot for the game to be in, and GGG should balance around the people that want to run the repeatable content for a long time on strong characters by just adding QOL for the effects on our screen, like a culling option for party members in multiplayer, like cleaning up some effects such as delirium and abyss modifiers, and like the changes they are already making in 0.3.1


"
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AverBeg7#1689 wrote:

PoE1 has gotten better, precisely because of dynamic culling becoming more advanced. Precisely because of feedback like this. You've "seen so many posts" and "I'm not the first" doesn't detract from my arguments, it reinforces them and points to their success in PoE1.


No way you're making a case for PoE1 as having good visual clarity.. lmao.




Again, disingenuous and inflammatory, nobody said that.

I said more advanced dynamic culling made it better which it did, and which I demonstrated earlier pretty clearly making an obvious improvement in PoE2.




Last edited by AverBeg7#1689 on Sep 30, 2025, 10:55:57 AM


HAhahahaha
"Sigh"
"


HAhahahaha


"


I didn't know about the one with the mouse cursor LMAO.



Asking AI and assuming it is correct in a given context, while giving it no context, is actually hilarious. I can see how you come to your conclusions.
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AverBeg7#1689 wrote:

Asking AI and assuming it is correct in a given context, while giving it no context, is actually hilarious. I can see how you come to your conclusions.


I guess nobody told you it scours the internet for it... so all those complaints were found there buddy.. as well as GGG's statements on it... keep trying though. 😂🤣

Also, I've played it myself so I know firsthand how absolute dogshit it is there.
"Sigh"
Last edited by IonSugeRau1#1069 on Sep 30, 2025, 11:06:58 AM
"
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AverBeg7#1689 wrote:

Asking AI and assuming it is correct in a given context, while giving it no context, is actually hilarious. I can see how you come to your conclusions.


I guess nobody told you it scours the internet for it... so all those complaints were found there buddy.. as well as GGG's statements on it... keep trying though. 😂🤣


I guess nobody told you AI can be inaccurate, and an LLM learns from user feedback as to whether what it is saying is the correct thing. It is not an objective answer, it is the answer it thinks you want.

Just ask it a simple build question about PoE2. It will be wrong 99% of the time, and if you REALLY want me to prove it, I already have logs with different LLMs being completely wrong about specifically PoE. Stating irrelevant/ out of date information, confusing the two games, confusing OTHER games. They are not all knowing beings mate. Do your own research.

It is really weird you are asking an AI to form your opinions and arguments for you. Is that what you usually do?
Last edited by AverBeg7#1689 on Sep 30, 2025, 11:07:35 AM
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AverBeg7#1689 wrote:

It is not an objective answer, it is the answer it thinks you want.


Is that so ? Let's seeee....



Hahahhahah 🤣🤣🤣
"Sigh"
"
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AverBeg7#1689 wrote:

It is not an objective answer, it is the answer it thinks you want.


Is that so ? Let's seeee....



Hahahhahah 🤣🤣🤣


Again, a disingenuous misrepresentation, taken out of context, using AI.

Of course what I meant is, they learn through many users giving them feedback. Do you really not know how LLMs work?
bump

please reconsider options to improve the visual clarity in multiplayer especially
Bumping again for visibility.

GGG has made great changes in the right direction in terms of visibility in 0.3.1 with the delirium change and other cleaned up effects. Cheers.

The problem is, reducing the monsters affects progression to just an unfathomable degree, and I do not think it is in the realm of reality to suggest that progression can be balanced to feel good with so few monsters to get XP and loot from.

I would like to point out to anyone that cares that the most popular thread on "engaging combat"/ "visibility" that spearheaded the idea that reduced monsters and endgame nerfs was the way in 0.3, was posted by the same person in this thread using the same tactics with AI and cherry-picked scenarios to disingenuously misrepresent his personal experience.

He used the same tactic in this thread;
https://www.pathofexile.com/forum/view-thread/3855273

Used AI to break down the discussion & augment his reasoning, made the discussion of the post muddy to gain support, posted inflammatory content, while giving the most cursed looking examples in scenarios he could fabricate with no item filter or dynamic culling.

I would also like to point out that these people who engage in these posts and constantly bump them to the top, do not seem to engage in the very top of the late game. They realistically have no clue about it. If you are going to make changes aimed at this insular community, then it should be changes in the game that do not affect t15+ juiced farming, and still allows players to make progression through other content at a decent pace.

The current thread discussing this matter;
https://www.pathofexile.com/forum/view-thread/3863611

I suggest changes to smooth out campaign & early map progression for these people by making targeted changes to specific problems they post, while leaving the top-end of the late game out of it. For juiced content these players would want to run, I would like to see GGG adding more alternate content that has less but more difficult and rewarding monsters, without making maps in general worse.

Another example;
https://www.pathofexile.com/forum/view-thread/3863889

If you look at this thread, you will find, the same people who constantly bump these threads to the top, attempting to latch onto a topic that is calling for a hard cap to late game.

The very late game and experienced players need different kinds of changes, that this insulated community of players just do not have the frame of reference to suggest.

Thanks for reading
Last edited by AverBeg7#1689 on Oct 4, 2025, 10:21:04 AM
They want us to combo abilities, but every skill has so many particles and visual details it brings FPS to zero.

How on earth did Jonathan say that visual clarity was at the forefront of their design??? These artists clearly don't play the game or ARPG's.

Further map terrain is abysmal. It is literally impossible to tell what is navigable vs impassible terrain on most tile sets without looking at the minimap.

-Quest

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