Twilight Arbor is annoying - some fixes

Three reasons: I can’t see shit, constantly bouncing the crystal around is annoying, and the boss slam attack is way too fast.

1) I know that the dungeon is supposed to be dark, but not being able to see clearly is not fun, not to mention that poor visual clarity is a serious problem for ARPGs. The dungeon should be a bit lighter, and the in-the-dark visual effect on enemies should be clearer so that you can still tell if they are vulnerable of not.

2) It’s pretty much not viable to leave the crystal stuck to your character unless you are very tanky because the durability goes down too fast. This means that you have to constantly move the crystal around. The problem with this is that it takes 2 button pushes to move the crystal; first to return the crystal to your character, and again to send it to the target area. Having to constantly double-press the key is very annoying.

The crystal should not stick to your character. Instead, it just just stay on the ground and move to the target area every time you push the action button. The durability would be removed. Instead of restoring durability, killing amber elementals would do something else like temporarily increasing the brightness of the crystal.

3) The boss slam attack is way too fast for a near-guaranteed one-shot. I don’t think I need to tell you why one-shots being hard to avoid is bad design. Additionally, the indicator circle for the attack could be a bit clearer. A dimly lit circle does not scream “danger”.

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well…i better go play the dungeon but a couple of things that are clear from your post that i can certainly support.

micromanaging of the crystal location sounds really bad…

as for avoiding 1-shot boss abilities in game design, that point really, really can’t be made too often. it really can’t…

Adjust your contrast. I can still see them faintly in dark regions.

Git Gud. You should not have to be micromanaging the crystal. Aside from sending it to burn stuff it should stay attached to you. Unless you’re playing a glass cannon, you should not be having any issues.

Again, Git Gud. There is a safe spot to stand in.

“See them faintly” is not good enough. Things should be clearly visible. Poor visual clarity is a constant problem in the ARPG genre. Also, the solution to a design flaw should not be “change you settings”.

So what? There is no reason why moving the crystal needs to be annoying, even if some builds don’t need to move it. This is not a matter of skill. “git gud” is not a factor here. The simple problem is that the crystal mechanic is inconvenient and could be better.

A safe spot that the game does not tell you about, and standing there requires you to tank other attacks. The devs did not design the fight with the intention that we would stand in one spot for the whole fight. It is clearly not the intended way of dealing with the one-shot slam. This also does not address my point: the slam is too fast and does not provide the player with a fair amount of time to avoid it.

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I see someone never played Diablo 1 or Diablo 2. Light radius was a thing and it was dark as shit. Provided lots of heart skipping moments with little fetishes that could 1 shot you or a lost soul popping out of nowhere. POE has a light radius too, to a lesser extent. The place is meant to be dark, like Endless Delve. Hell, all ARPGs for the most part are dark and gloomy.

Matter of opinion. I see no issue with it.

The game gives you enough time to run right and start working on the brush, please do not say it doesn’t unless you’re just not playing right. Defenses are a thing. No safe spot is going to ever be truly safe in a game aside from STAND HERE mechanics. And you don’t stand in the same spot the whole fight.

Hear hear! Visual clarity is so important! While others annoy the devs with “multiplayer when?”, I’m doing so with “colourblind mode when?” (among a plethora of annoyances).

Good contrast is so important, because otherwise I can’t see the giant AoE circle that oneshots me. This happens with several bosses and regular enemies, so along with being trash at the game, this is a big reason why I tend not to play Hardcore because some deaths are unavoidable due to poor visual/colourblind clarity.

It does take the fun out of it sometimes when Orobyss kills me with an invisible ability for the 20th time in a row.

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