Perfect Timing Indicator feedback
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Feedback on Visual Indicators and the Perfect Timing Mechanic
Having played with all three current skills that use the Perfect Timing mechanic, I’d like to share some thoughts on how its visual indicators function within combat. POE2 clearly aims for a cleaner and more cohesive visual style, which strengthens immersion and helps the game deliver a “storytelling through visuals and mechanics” approach. However, problems arise when crucial visual elements—especially those tied to gameplay clarity—are given equal visual weight, even when their importance varies greatly by playstyle or encounter. Below are some examples before focusing specifically on Perfect Timing. 1. Ability Cooldowns and Charges Currently, cooldown and charge indicators are positioned far from the center of action. In a fast-paced, bullet‑hell environment, players shouldn’t have to glance down to the bottom-right corner to know whether an ability is usable. This often results in blind ability-spamming because the UI demands attention that combat does not allow. Possible improvements: • Add audio cues or voice-lines when abilities come off cooldown • Provide visual cues near the character—weapon or attachment glows, small character-adjacent signals, etc. 2. Alignment Support Indicator Placement The indicator appears on the ground, which is not ideal for ranged characters. These builds focus on tracking enemy attacks and identifying escape paths—not scanning the floor for a directional cue. This adds unnecessary cognitive load. A better approach would be placing the indicator above the character or along the edges of the character’s presence area where attention naturally rests. 3. Stun Bar and Rage Bar Both indicators are harder to read compared to POE1. a) Rage Bar (POE2) The horizontal bar requires the eyes to linger to judge its fill. A circular form was easier to read, but if the bar remains horizontal, it should ideally fill inward toward the center of the screen for PC users. b) Stun Bar Its position and coloring make it easy to miss during active combat. Players must periodically look to the bottom-left, which is mentally taxing during high‑intensity moments. Color graduation or a reactive visual element on the shield (e.g., a “fatigue” effect that intensifies as stun builds) would help significantly. Main Issue: Perfect Timing Indicators The character‑based visual indicator works well for Perfect Strike and Gathering Storm because: • you’re close enough to the target to notice the cue, • or, in the case of movement skills, the penalty for missing is minimal. Snipe, however, is different. It uses a faint white mist on the character, which becomes extremely hard to notice when: • the player is fighting at long range, • the aiming arc is large, • attention is focused on monsters, cursor, or incoming attacks, • attack speed changes the timing window dynamically. Because Snipe is designed for distance, the player’s eyes naturally stay away from the middle of the screen. A vertical Perfect Timing indicator placed above the character would greatly improve clarity. With a clear cue, the mechanic becomes skill‑based, not memory‑based. Why This Matters Bosses and certain enemies use unblockable attacks telegraphed through obvious visual indicators. These cues must be bold because players rely on them for critical decisions. Player-side indicators should follow the same principle—especially when the mechanic (Perfect Timing) requires committing time and mobility. Missing the window already feels like a penalty; missing it because the indicator is too subtle feels unfair. Improving clarity would: • strengthen decision-making, • reduce frustration, • support player mastery, • allow MTX opportunities for skill‑specific indicator customization. Conclusion Clear UI/UX indicators are vital for consistent, rewarding combat. If a mechanic forces the player to commit in a risky situation, its payoff window must be unmistakably clear. This isn’t a request for mechanical changes—just a push for visual clarity that highlights the strengths of POE2’s design while reducing frustration. Thanks for the time and effort that has gone into this game, and for considering this feedback. Zuletzt angestoßen am 24.02.2026, 23:01:38
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+1 agreed
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