Monster density scaling was fine!!!

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Drayvn#7423 wrote:
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i rather have less monsters in maps and have my game NOT to crush left and right
and actually see what is happening on the screen


I would think that would be better worked out by optimising their game and working out how visual clarity works rather than just nerfing the amount of monsters on the screen there are.


High monster density is one of the main culprits of poor visual clarity, literally. And the most important one at that as well.


So if visual clarity will still be an issue after the density nerf, is the answer to nerf it more?

And in the Q and A, Mark said he wants density to be on the atlas tree, so then you can add it back in, meaning visual clarity would still be an issue.

So with what he said, they should work more on figuring out how visual clarity would be best optimised for all play types
Last edited by Drayvn#7423 on Dec 6, 2025, 3:05:05 AM
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Drayvn#7423 wrote:


So if visual clarity will still be an issue after the density nerf, is the answer to nerf it more?


I think I was pretty clear in what I wrote. It's not the only cause, But it is the biggest one from which others cascade. Not to mention the various other things high density negatively affects.

For the atlas tree optional density for zoom zoom enjoyers... I don't think there's much they can do about that. More monsters on screen just equals more effects. What do You want them to do exactly, make them stationary training dummies? Visual clarity is incompatible with screens filled with monsters. It's like asking water to stop being wet...

Heck, think of it like this... So Let's say you're looking for your friend in a crowd. Will it be easier to spot your friend in a crowd of 8 people or in one of 40?..
"Sigh"
Last edited by IonSugeRau1#1069 on Dec 6, 2025, 3:16:16 AM
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Drayvn#7423 wrote:


So if visual clarity will still be an issue after the density nerf, is the answer to nerf it more?


I think I was pretty clear in what I wrote. It's not the only cause, But it is the biggest one from which others cascade. Not to mention the various other things high density negatively affects.


Sorry i added more explanation to my question with an edit:

And in the Q and A, Mark said he wants density to be on the atlas tree, so then you can add it back in, meaning visual clarity would still be an issue.

So with what he said, they should work more on figuring out how visual clarity would be best optimised for all play types
if there would be an option to control this via atlas it would be cool
that way they could satisfy both the players who want hordes of mobs and those who doesn't
personally i want less mobs on screen less ground effect and actually mobs u need to fight and not just make 1 tap builds because otherwise the hordes of mobs will just surround and wipe u out .
some builds cant really function because they cant aoe clear fast and wide enough Mobs density is also a reason when summoners usually don't do breach.
Last edited by UnholyKirin#7925 on Dec 6, 2025, 3:13:01 AM
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Drayvn#7423 wrote:


So if visual clarity will still be an issue after the density nerf, is the answer to nerf it more?


I think I was pretty clear in what I wrote. It's not the only cause, But it is the biggest one from which others cascade. Not to mention the various other things high density negatively affects.

For the atlas tree optional density for zoom zoom enjoyers... I don't think there's much they can do about that. More monsters on screen just equals more effects. What do You want them to do exactly, make them stationary training dummies? Visual clarity is incompatible with screens filled with monsters. It's like asking water to stop being wet...


That's why they are the developers and i'm not, they will understand how to work on visual clarity than i ever could, we as players can inform them we have found it an issue and they are the ones who can work on it an iterate until they can get it right or get as close to it as possible.
I remember many people in the forums here wishing for more "meaningful" combat and boss fights that lasted longer. People would complain about one shotting bosses and how the mob density/speed didn't match the methodical vision. I personally didn't ask for this change but if you go back in forum history you will see why the devs did it.
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if there would be an option to control this via atlas it would be cool
that way they could satisfy both the players who want hordes of mobs and those who doesn't
personally i want less mobs on screen less ground effect and actually mobs u need to fight and not just make 1 tap builds because otherwise the hordes of mobs will just surround and wipe u out .
some builds cant really function because they cant aoe clear fast and wide enough Mobs density is also a reason when summoners usually don't do breach.


Yeah he definitely said it in the Q and A, i think there is a thread in here about it too, but it would be great if the atlas tree could be a way to control what kind of playstyle you like as well as having all the mechanics integrated into one so you can spec into either an all rounder or work on specific endgame mechanics like the POE1 tree.

That would open up so many different playstyles and can be iterated on when new mechanics get introduced too.
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Drayvn#7423 wrote:

That's why they are the developers and i'm not, they will understand how to work on visual clarity than i ever could, we as players can inform them we have found it an issue and they are the ones who can work on it an iterate until they can get it right or get as close to it as possible.


Just because they are developers, that doesn't mean they are gods and can bend objective reality. Moreover, what makes you think they can find this reality bend solution now when they haven't managed to find one in PoE1 after more then a decade?
"Sigh"
Last edited by IonSugeRau1#1069 on Dec 6, 2025, 3:25:19 AM
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Drayvn#7423 wrote:

That's why they are the developers and i'm not, they will understand how to work on visual clarity than i ever could, we as players can inform them we have found it an issue and they are the ones who can work on it an iterate until they can get it right or get as close to it as possible.


Just because they are developers, that doesn't mean they are gods and can bend objective reality. Moreover, what makes you think they can find this reality bend solution now when they haven't managed to find one in PoE1 after more then a decade?

exactly
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Drayvn#7423 wrote:

That's why they are the developers and i'm not, they will understand how to work on visual clarity than i ever could, we as players can inform them we have found it an issue and they are the ones who can work on it an iterate until they can get it right or get as close to it as possible.


Just because they are developers, that doesn't mean they are gods and can bend objective reality. Moreover, what makes you think they can find this reality bend solution now when they haven't managed to find one in PoE1 after more then a decade?


Ok fair enough

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