I wish there were a better way to display buffs and debuffs during combat. They too easily stack up to the point where you can't see all of them, the UI blocks them or they're simply off the screen, see screenshot. Now here I could go into the character screen to see them all, but that doesn't work when you're trying to inspect an enemy. There are plenty of times where I can't tell if an enemy is debuffed and if so for how long so I can plan my next attack. Maybe let us "freeze" the UI so that the stat window stays up and we can scroll through it.
And then there's the fact that many enemy effects don't have any description. What exactly is Apex Predator on the Porokoa? Who knows. During the battle, which you only fight once, you have no idea what it or its other abilities do. And even afterwards in the bestiary, you can look it up and see a list of its abilities but you can't hover over them or right click to get more information so even in your next playthrough you don't know any more. Maybe I'm beating a dead horse here, but why is "Weakness: Electricity" listed as a "Weakness" while "Weakness: Frost" is listed as an "Ability", is there a difference, if so what? Which is more important to interrupt, Imperious Roar or Ancient Bellow? RPGs like POE are games of information and planning not reflexes like a shooter, withholding information from the player seems counter to that.
Also it would be nice if we could see enemy stats before entering combat, make it easier to plan our attack, who's strong, who's weak, what to, etc. If it's too much visual clutter to have it always up, put it on a modifier key, hold shift to see stats or something. This at least seems like a fairly easy thing to do, while admittedly revamping the UI is a more serious endeavour. I do think it would be worthwhile however.
Edited by arkteryx, 11 February 2019 - 04:54 AM.