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Honestly, what I think I'd like most is just to have a much greater number of AoEs have fall-off. It feels very weird that on an explosion, being just 0.01% of the way into the explosion is 100% of the damage while being 0.01% further away is 100% less damage.
That would make sense, although in fairness they do have that as a concept with proximity AoEs. They just don't necessarily use them for things like self-destruct explosions.
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...And ideally, just for aesthetic's sake, I'd like those indicators' disappearance to time out far closer to the actual animation passing through that area, even if that means that the animation starts before the indicator disappears fully.
One way or another, it's an unusual design choice combined with questionable code decisions that never seem to improve despite a decade of technology advances that should, in theory, allow for things to to be faster.