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.
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.
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.
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
Incredibly cringe.. and incredibly wrong.
Just the fact alone that you're saying that what I experienced is not what I experienced is so damn cringe. The audacity. Not to mention how shamelessly you talk about post engagement when I see you in every post someone makes about not making this into POE1, trying to push back every time. Shameless.
Trying so hard to make it look as if there's 3 people or something like that wanting good combat or good visibility (which would be a result of good combat in this case).
Explain this top comment on Dreamcore's video:
I'm kidding of course, don't try to explain it.. you'll make up some disgusting excuse for it.
"Sigh"
Last edited by IonSugeRau1#1069 on Oct 4, 2025, 11:15:43 AM
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.
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.
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.
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
Spoiler
Incredibly cringe.. and incredibly wrong.
Just the fact alone that you're saying that what I experienced is not what I experienced is so damn cringe. The audacity. Not to mention how shamelessly you talk about post engagement when I see you in every post someone makes about not making this into POE1, trying to push back every time. Shameless.
Trying so hard to make it look as if there's 3 people or something like that wanting good combat or good visibility (which would be a result of good combat in this case).
Explain this top comment on Dreamcore's video:
I'm kidding of course, don't try to explain it.. you'll make up some disgusting excuse for it.
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?
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?
How did we go from visual clarity never being an issue with worse rigs/optimization, to visual clarity always being an issue with better rigs and far superior optimization compared to before?