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.



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. 😭😭