QoL for 0.5.0 - Defensive layers and their visual indicators.
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ES and CI inoculation have their own visual representations that give the player feedback on their activation and usage.
The CI protecting layer is in action, turning the left gauge purple. The energy shield has its own visual indicator that provides feedback on the level and recharge status and allows the player to visualize the delay. The archetypes that are using an armor defensive layer + an elemental reduction or evasion layer + deflection do not have the benefit of such indicator visualization. Using ES + CI is always indicating its own status to the player. Unfortunately, playing armor or evasion places the player in a defensive layer-level blind spot. As they cannot corroborate the status level of them when they are in action. If the game was providing an equivalent feedback status for the 3 main defensive layers, players would be able to have a better understanding of these defensive layers' actions, activations, and interactions. In the state of the game, these 3 defensive layers have their own mechanics and defensive philosophy mechanisms. Unfortunately for armor and evasion, due to the lack of player visual feedback, both of them are misunderstood. A major improvement would be to provide a level of feedback indicator at the same level for all 3 defensive layers. Knowing at the moment of action the level of your defensive gauge allows the player to make the good choice concerning the interactions that he can afford. Because overall the best defensive layer remains the player decision facing the action to be engaged. Game sense gains through the game feedback provide a meaningful way to interact with the action. Last edited by Hexmxm#0804 on Mar 1, 2026, 6:51:38 PM Last bumped on Feb 11, 2026, 6:31:23 PM
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