Can damage numbers and status rolls be turned-off?

I really dislike seeing the damage numbers on the screen, and the attack status rolls, like Dodged, Dazed, Fortified, Vulnerable. That stuff completely ruins it for me.

Can all that awful (IMO) screen noise be turned off in the options? I’d also like an option to turn off opponent health bars.

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If you don’t know when enemies are affected by these how would you know when to use abilities that utilize these effects?

You can figure it out by how quickly they die, and what state the enemy model is in. Like done in a multitude of past games going back 2.5 decades. And once you know what their weaknesses are, you remember it. You can also see it in the health bar, if it isn’t turned off.

Experimentation is a big part of the fun and freshness of a first playthrough. Hand-holding everything takes away from enjoyment. And having numbers plastered all over the screen takes away from the immersion andatmosphere.

Barbarians have skills that need the mob to be Bleeding. If you don’t know if they are Bleeding, how do you know when to use those skills?

Same answer: learn from experience - did you do a move that has a good chance to apply bleeding? And see if bleeding is happening in health-bars, if they’re turned on. And maybe there is a visual indicator of blood drops from a character, or other adjustment to their movement or behaviour.

How do you know what works in Diablo 2, which doesn’t have numbers shown for hits?

This isn’t a new concept. That people don’t know how to play a game anymore without being told what everything is every moment of the way says that things have been dumbed-down too far, and for too long. And it means they’re doing less actual playing, and more just complying with on-screen directions.

So … seeing some numbers and status-effect text on screen does disrupt your immersion, but seeing a literal health-bar magically floating over everything’s head doesn’t …?

Yes, a health bar per creature imposes a much, much less negative effect on immersion and visibility than swarms of fading in and out numbers and text of various sizes and colours that obfuscate everything else. Logically. Sounds like you might be getting it.

Too bad I can’t add a screenshot.

And I also said in the OP that I hope there’s an option to turn-off health bars.

Yeah I actually had a post about this too. It is definitely not needed and should be optional. We got along fine in d2 for decades without seeing that a mob was damaged or poisoned or slowed via text. In fact I think this is another thing that can make you a ‘better’ player by being able to identify the effects based on your visual prowess. Spoonfeeding it to you removes any skill/knowledge (stuff that should be rewarded).

In D2, it was important to understand what auras do and look like, so you can identify what auras the enemy mobs had, because you needed to know that if this is a mob with might + amplify damage, or iron maiden, you better be careful on your hardcore melee class

I’m pretty sure you could turn them off in the settings. There were quite a bit of cool things in there. You could even set your character to glow in a certain color, so you stick out better. This would make it difficult for certain things like bleed and other things. Maybe you could have them glow when certain effects trigger, but I feel like that would be equally distracting for you specifically.

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I’d rather what we have now rather than having the enemies be all different colors of the rainbow like in D2

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This is a great effect. I actually did that at like lvl 1 on my first guy

Yeah I always turn damage numbers off. The only game I keep them on is Apex Legends.

Status effects are useful to know though, especially in groups.

There are solutions that don’t involve either. Like having effects actually create a realistic visual change or add effects to affected characters. And there are also such things as options, such as the option to turn off damage numbers and hit status effects. You can play with all the hand-holding assists enabled, while others play a more immersive experience, where every action isn’t a prescribed calculation by the asissts which you then just comply with.

The damage numbers are like the gear upgrade calculations in D3, where all a person had to do was follow the green arrows to be the best equipped. No sense of personal deduction or control in it, just follow the prescribed conclusion. That’s not playing a game. That’s completing a script.

There was quite a bit of cool settings in there. I think you could even turn off sounds for items of a certain rarity, so you’re not checking every single thing. Of course, you could miss out on some potentially useful items that way. I wish I did a deeper dive into the settings. There was even a command to send bugs in-game, but they turned it off at the start of the second weekend or in the middle of it. I wonder if that was somehow causing some of the lag.

My gripe is just how it’s another way they’ve watered it down and made it more casual. Is it really too hard to see that the healthbar has turned purple and its vulnerable? Is the stun visual effect not obvious enough? No, please shove it in my face with text too.

This isn’t even as bad as my example of having to know what Iron Maiden or Amp Dmg looked like in D2 before just blindly running in at it. I’m sure that won’t be a thing

Because when you are fighting dozens of enemies you are going to notice that they are subtly dazed, vulnerable, poisoned, chilled, taking shadow damage, and bleeding without zooming in? Do you actually thinking that when enemies are affected by multiples of these you’d be able to tell the difference?

i see the option to remove damage numbers but not statuses
maybe theyre tied together idk

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That’s where you create a skill gap between the good and the bad. Good players will figure it out.

was there no option for stuff like that?

and good point. Immersion is important, for some more then others.
personally i would only use that feature for screenshots, but it should be included, if it isnt already in.

No they won’t. They’ll come here and ask why it’s not obvious, like how people have complained about there’s no feedback about enemies affected by curses.