Please, PLEASE improve visibility on the runes of the searing exarch

"
Jungle Valley is graphic cancer regardless. Play a cancer map, get cancer fun times.


lol true, but I can't see them on Lighthouse either because they're such low contrast.

(I have visual figure-ground/visual discrimination issues. I don't/can't drive, and often struggle in video games, yet I play Path of Exile lol. It'd still be nice to see some of the worst offenders improved. Audio Cues are my biggest friend (corpse explode is so much easier to deal with now) )
bump
100%.

They are hard to see, and the way the spawn in combined with how dangerous they are should require them to be very noticeably visually. They sneak up on the player and it should not be guess work as to where they are.

This is particularly relevant for the exarch fight itself and not just maps, where I assume it is usually even harder to see.
Last edited by Belegur85#5784 on Aug 20, 2025, 12:15:00 AM
bump
The urgency of this post is kind of funny given that the entirety of POE1 has zero visual clarity in most/all combat situations. Like they literally designed a T17 map boss with dark red/brown/black graphics doing dark red/brown/black dangerous effects on a dark red/brown/black arena tileset.

This design behavior is repeated so much everywhere that one can only conclude that zero visual clarity IS the intended design. Even the starting area of POE1 has dark red/brown/black zombies you can barely see in a dark nighttime area.
I think the point is, almost all of that visual clutter can be defended against by core defenses, but mechanics such as these, that disable aspects of builds, such as recovery are extremely dangerous beyond all that clutter and need to be visible.

Maven mechanics that turn off recovery are highly visible, so while being dangerous and tough to handle, it is player skill error not dodging them, rather than an inability to see them and accidently touching one. In the exarch fight, there are much harder to see, or anticipate where they will be, even if the player knows it is a priority to not walk on them.

In maps, If you can't see them, and there is no reasonable defense against them, then it is not a valid mechanic. Almost all builds rely on some form of recovery. That is why they added these mechanics into boss fights, to challenge the player with something that was very dangerous to not avoid. That logic relies on players being able to identify the thing they need to avoid. If they cant identify it is there, it becomes an unfair mechanic in the gameplay.
Last edited by Belegur85#5784 on Sep 6, 2025, 2:19:44 PM

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