Visual clarity/meaningful combat band-aid

Not a new idea in a way, and it may already be part of the atlas in upcoming patch...

There is a lot of complaining againt visual clarity, too many enemies and lack of meaningful combat. While I understand this would require deeper changes that you may not want to make (I understand, if numbers tell you most of the playerbase want fast gameplay with exploding screen), what about a band-aid?

Couldn't one passive on the new atlas tree do this?

1) slightly increases monster effectivness/rarity and monster packs.
3) increases monster effectivness/rarity by X + Y (Y being much higher), but reduces monster pack by Z. All increases to mosnter pack increases effectivness instead.
3) increases monster pack by X + Y, but reduces monster effectivness by Z. All increases to monster effectivness apply to monster packs instead

I don't know if this can be balanced without possible exploit/opimal strategy, but the intend it to make it possible to play against few tough monsters if the player wishes so. If player would like less enemies and not being forced into large AoEs covering the whole screen, they could customize their experience without getting any benefit or downside over others. Same from the other side. The 1) solution would be default.

It wouldn't need to be exactly this obviously, I just wanted to explain the direction of the idea on these examples.
Last bumped on May 9, 2026, 4:26:21 AM

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