#Visual/Informational Clarity

1 messages · Page 1 of 1 (latest)

sullen latch
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I'm not sure if this has been brought up yet, but I feel the issue I have most with the game - outside of it consuming my free time xD - is that there is a severe lack of visual clarity as a whole. Is this game ruining? No. However, it's a HUGE QOL for a lot of people.

  1. There isn't a way to measure tiles outside of counting them manually when trying to use a lot of the abilities. The ability Vigilant Escort is a great example of this, as I have to either manually count the tiles or make a guess to where I need to be so I can dash to an ally. It would be amazing if when you held ALT it would show a distance indicator next to the mouse or something of that sort.

  2. In the turn order UI element there is a huge lack of visual clarity in relation to hazards and objectives when taking their turn. So far, I haven't been able to hover over them to see anything get highlighted. I think a great example of this is how lost I was when doing the ||reactor repair in the first act||. Had multiple unexplained turns being taken.

  3. There super needs to be a setting to keep the tiles on without ALT being held. This one could super be a "me issue", but it's often enough not entirely clear that my hero can't walk in a certain spot. Really throws a wrench in my planning.

  4. I have brought this up in the #🕯️general-suggestions-feedback chat, but it belongs here as it has to do with clarity and information. We need a way to access our deployed roster and reputation levels+rewards at all times. To narrow it down, there are an insane number of times I find myself at a gift event wishing I could see what reputation I am at for all the characters. I also find myself wishing I could see my roster before selecting certain character altering choices.

5. Enemies sometimes have buffs/debuffs and knowing what those are super super matters. It's also way too small to tell even if I knew what they were. We need to be able to click/hover enemy/environmental units to see a stat blurb. I can't say I am too picky about seeing the enemy units exact stats, but buffs and debuffs matter. We aren't perfect, sometimes we forget to hover :^)

  1. My character's HP bars completely obscure the enemy character's HP bars a lot.

  2. The ability tool tips need to be way improved. There are a ton of times I'm not sure how something fully works. "Mark an area." How big an area? One of my areas is 2 tiles, I have seen an ability with a 1 tile area; neither explain.

  3. I can super accept if this is just how the game is meant to be, but it would be super nice to not have to remember what every encounter icon means.

  4. It would be great to be able to see how your abilities are being affected by your stats. An example being if I hovered over the number signifying damage in the skill description it could show (base amount + whole number stat bonus not % + bonus from passives)

sullen latch
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To go along with this I would like to add this very specific example of the rampant lack of visual/info clarity. ||I was offered a vampire curse. However, after moving to the next screen I spent a while deliberating and ended up forgetting what the vampire curse tool tip said for exact values. I should be able to still see what the vampire curse does on this next screen.|| Some of us take a minute to make our choices, and some of us have severe ADHD. XD Information needs to persist for the whole choice process.