Visual Clarity of skills is already WORSE than poe1
" That's not true, from EA launch game was already a mess. The only "vision" part as you call it was a bit of act 1 and that was it. The endgame mess was already there, like I've mentioned already. Sliders won't fix this just like they couldn't fix it in PoE1 for over 12 years. Sliders wont make hoards of enemies dissapear either.. and I don't think you'd want their ability effects to disappear too. "Sigh"
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Aahahahah, PoE1 fans breathing some of tha copium.
Hey OP. Do you want to go on Discord, lunch the game and check out some of the visual clarity of both games? Because I KNOW you won't, because you just want to shitpost. |
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That's why I play mostly Ice Shot for mapping. Push button to delete screen. With clarity... xD Boss? No problem - freeze with Ice Shot then 1-shot with Snipe. Bye! Next?
HC SSF. What else? Ruthless when?
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+1
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I genuinely wonder how they're planning to handle this from an accessibility point of view.
Is the idea just "yeah, some people literally can't play because the screen turns into a fireworks factory accident, deal with it"? Or are we eventually getting some basic settings - sliders/toggles - so players can dial down the visual spam? For me it's not just "a bit busy", it's headache-level. That's why I stopped doing party play ages ago. Solo is the only way I can keep the screen readable, because I at least know my own build isn't painting over everything. And before someone says "but you have minions" - yeah, I do. 30+ little idiots running around. That doesn't mean I'm also launching a thousand glowing sparkles per second at maximum brightness. This feels very solvable. Give projectiles and ground effects a contrast/brightness/transparency slider. Keep the world, characters, and enemies looking great, but make the flying shiny stuff less blinding and the ground effects more readable. Boom - same game, less visual migraine. Also, accessibility compliance is not some optional nice-to-have, especially in the EU. If PoE2 is aiming to be the big long-term platform, "can't see what's happening" being a core gameplay feature is a weird hill to die on. |
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"A Triggered spell is a spell that has been Triggered by a spell"
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yeah things should be minimized as much as possible.
an example, for lightning bolt, only use a single lightning bolt current. make the thickness of the lightning thinner, when someone is shocked make it visible but with less lightning bolts and thinner bolts. make the lightning fade but remain in place and still. I notice the thunder storm ability lightning bolts have a wavey moving animation. lightning should be pretty still. I noticed with lightning bolt, instead of fading away, it retracts back into the air. Even though its a sci-fi fantasy game it should mirror reality as much as possible for an immersive experience. I am not complaining, just giving an artistic critique, I think it's acceptable the way it is but that's some guidance I would give to the person doing animations. It could probably be done with a simple revision of what they already have and be implemented easily. Hopefully in the future they will have more time to refine things about the game and focus less on expanding content. They already have enough on their plate. Last edited by TwitchGLHFsport#2155 on Feb 14, 2026, 4:00:04 PM
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Huge agree.
I would much rather prefer everything being less spammy, slower, etc. if it actually did enough damage. We're pretty much forced to play extremely spammy builds because that's the only way to effectively scale our damage. I would love to have the option to slowly cast two or three big spells that blow up the screen, rather than fill the screen with a hundred projectiles that trigger fifty comets. Every build ends up playing exactly the same in our current setup. Attack/Cast as quickly as possible to trigger hundreds of micro-explosions. That's like 90%+ of builds. |
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+!
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bump
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