Art-Specific Feedback

Translated by AI
Water
Your water shader does not interact with the existing lighting system, which makes it look cheap and unworthy of the otherwise finely crafted environments. I hope an upgraded version is already in the works.

Shadows
Even with the shadows setting maxed out in the options, the edges still appear heavily aliased and jagged. Could we add some form of shadow filtering to soften them?

HDR
The game’s HDR mode currently looks worse than when HDR is disabled, particularly in terms of color gradation and effect rendering. Please investigate what might be going wrong. I’m using an RTX 5090 GPU and an LG G2 TV as my display—other games look fine, so the issue appears to be specific to POE2.

Delirium-style Visual Effects
The Delirium map visuals are well-made—but only when experienced occasionally. Since almost every endgame player now uses Liquid Emotion on their maps, the effect has become somewhat tiresome. It obscures map layout clarity and overrides all color with a heavy filter. It’s visually exhausting, and it really makes me miss the look of normal maps. Please consider designing a more subtle version of this effect for maps modified with Liquid Emotion, while reserving the current intense style for native Delirium encounter maps. This would prevent players from being repeatedly exposed to an overly stylized look, reducing visual fatigue.

Performance
There are already noticeable performance issues in the early stages, which could worsen later in development. Many players have raised this, so I’ll keep it brief.

Combat feedback
Since this is a sequel, could you push the combat feedback even further? For example, the system in Diablo 3/4 where killed monsters are knocked back or sent flying—that system really added a lot to games that were otherwise not as strong. Yes, yes, I know, changing the engine is difficult, but I'm sure you also recognize how satisfying that feeling is.

Especially for POE2's melee classes, if we execute a long-wind-up, devastating blow that kills a monster, and it just drops dead in place with the same animation... that feels pretty flat, to be honest. In my opinion, it lacks that sense of positive feedback.

Overall
POE2 is still in its early stages—we love the game and want to see it built on a solid technical foundation to avoid difficult patching and reworking down the line.

[Removed by Support]
Zuletzt angestoßen am 22.09.2025, 11:40:18

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