Kebem!? Please fix your HUD icons, I can't see the information.
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Look at this, just look at this, I'm fighting so called endgame Todd boss fight, he gives root specials or reversal special in alternative manner, okay, that's a skill demand but hmm, how players are supposed to keep track of what special is coming? That's right give a dedicated node icon for indication, good design right??
Wrong,
Look at this, the most informative piece of icon is hidden behind goofy "7 hits, 25 hits, blah blah hits" just why?? Why is that random hit count is allowed to overlap the most vital information and omg Kebem why are permanent buffs taking priority to be first in the list? Why can't timers and nodes be given priority or better, just move that hit counter to empty left side of screen? So we can actually see the nodes and buffs and debuffs? I can't believe testing team never encountered this.
Look at screenshots 👇 I literally can't tell which type of special Todd going to throw? Is it root or reverse? I also sometimes can't see if dex timer for power burn is going to run out or not because that damn hit counter overlaps into whole row.
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I'm sorry but this is just bad design with huge oversight, thanks to 100 buffs debuffs and quest timers you guys keep introducing and eventually it's too much that players can't get the information which literally is win or death.
Or just give short seperate column for permanent/prefight buffs under the display picture of our heroes, no one is looking at permanent buffs anyways but the one thing players needs to look at is hidden. 😭😭
Wrong,
Look at this, the most informative piece of icon is hidden behind goofy "7 hits, 25 hits, blah blah hits" just why?? Why is that random hit count is allowed to overlap the most vital information and omg Kebem why are permanent buffs taking priority to be first in the list? Why can't timers and nodes be given priority or better, just move that hit counter to empty left side of screen? So we can actually see the nodes and buffs and debuffs? I can't believe testing team never encountered this.
Look at screenshots 👇 I literally can't tell which type of special Todd going to throw? Is it root or reverse? I also sometimes can't see if dex timer for power burn is going to run out or not because that damn hit counter overlaps into whole row.
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I'm sorry but this is just bad design with huge oversight, thanks to 100 buffs debuffs and quest timers you guys keep introducing and eventually it's too much that players can't get the information which literally is win or death.
Or just give short seperate column for permanent/prefight buffs under the display picture of our heroes, no one is looking at permanent buffs anyways but the one thing players needs to look at is hidden. 😭😭
14
Comments
Close enough
Hit counter is more essential or node timer which punishes players if not done right,
is it intentionally done? To force players to take their eye out of already laggy jerky AI enemy? Because it's getting too much now.
I want this thread to be as welcoming, constructive, approachable, warm, pleasant, social, fair, neighborly, hospitable, inviting, accommodating, friendly, cheerful, engaging, positive, productive, supportive, insightful, unbiased, reasonable
and not give Kebem any opportunity to close this thread without giving answer on this obvious gameplay HUD issue, this is simply not annoyance but literally game breaking.
Also the screen only has so much real estate. Play on PC and this becomes a non-issue IIRC.
What do you think the forum is going to do?
You think it was because of forum post here?
In my opinion forum isn’t for issues.
Kabam has a support and ticket system for issues and/or problems.
That’s where they should be reported rather than here.
It's a real issue right here,
Hit counter is blocking the important nodes timer, Todd fight is literally based on whole root and reverse node, I can't believe some still can defend it.
But it's alright, surely something will be done about this serious bug, surely.
Despite all your roadblocks, glitches, questionable new nodes on SoS WoW EoP whole fights,
I whooped Ares 6 times, first 2 was hard, remaining 4 was easy, juggs and Serpent owned him big time.
I'll give it 9/10 stars 🎉
Real challenge for me was double-tripled HP lane WoW fights instead of Ares.
Pulled Scuffed stormX from mutant crystal, mutant r4 gem and mutant ProfX
Saving Titan
But you also wouldn't have been having this specific issue if you didn't load up Odin prefights on Serpent, which really aren't useful for the path. It's more like you made the problem to justify the complaint. And again, I'm not saying it's not an issue, but you intentionally made it an issue in this instance to support your argument.
Todd is not first fight on that path that I'll risk fighting at disadvantage for forum post then restart,
Plus I also faced same issue on last path fight on Prowler that I also attached images for.
I think permanent buffs can be moved seperately in column under empty space of display picture of heroes in fight.
It's in my ability to go through paths and do Ares cheaply, I had units saved because I decided to skip scuffed valentine's deals and instead use them on Epoch.
I think making obvious forum post, with good highlights, screenshots and suggestions of improvement is all I can do so hopefully the bugs gets fixed.
It is annoyance, it made me die and ended up costing extra revives on those 2 fights but it's not ROADBLOCK that you can't cross.
But like I said, it's annoyance, so hopefully they'll fix it.
Complaining and not doing content on top of it is known as whining, I'm not whining, I'm just here to point out the obvious flaws where Hit counter and node, buffs and debuffs are overlapping on each other.
Hope you're getting the point.
OP highlights a known issue with the game. It's up to Kabam to fix it!
It's just another item on the annoying list.
Like it's literally annoying to have hit counter overlap with nodes timer which makes and breaks fight, in Todd fight it's literally whole death.
Standard nodes, but both have SIMILAR ICONS. It's so confusing which id which, both have exact same icon. I used serpent this time so it's managable, but with someone else, it's gonna be a nightnare.