I’ve only got a couple of hours into the game so far, but I have a couple of UI notes for the team:
First, I gotta say the Split Screen for Couch Co-Op is such a huge improvement. Thanks for that.
Having said that, there are spots in the UI that are clearly not optimized for the TV/ 10 Foot Away experience.
Top of my list: I would love it if there was one more option to make Text even larger. Some of us are older, Blizzard, and even with new glasses it’s not always easy to read.
When you pick up a new Item, there’s a subtle “shimmer” in the background in the Inventory. It may be just a bit too subtle. Take a look and see if there’s a way to highlight it just a bit more?
My wife had a lot of trouble interpreting the Skill Tree/Skill Binding mechanic. You choose a skill, then the screen switches to the Assignment screen.
-Once there you can see the window with all the skills, but can’t choose any of them at that point.
-To get out you have to hit the Circle button on PS5 - but nowhere on screen does it say that. I just knew that by default, the Circle is how you “back up” on the Playstation.
-That then doesn’t clear the screen, it takes you back to the Skill Tree, which you then have to hit Circle again to close…it’s all just a bit clunky.
When you receive a Quest Item, could the Quest Tab in your inventory highlight to show you that there’s something new there? (Also goes back to having trouble reading the names on the tabs.)
Last note, and this may be a design choice. The monsters - at this early point of the game at least - don’t really “pop” on the screen. There’s not always a clear contrast between them and the environemnt. (Aside from the Health Bar.) I know there was a deliberate shift to a darker tone here, but if you look back at D3 there was a level of vibrancy that I miss here. The monsters in D3 had a clear contrast with the background - even when they “matched” their environment. Look at the Abominiable in D3 Act V. He’s a perfect match for the snowy environment, but he leaps off the screen.