Quote Originally Posted by AmiableApkallu View Post
Those are just badly designed visuals, period. I claim no disabilities and would still benefit from them being tweaked.



It's exactly this sort of comment why I asked for a example. Just one. I get it. People have problems with the visuals; I'm not questioning that. But if, say, I want to make a concrete suggestion (to SE), then I need a concrete example. And speaking as a developer, concrete examples and suggestions, even if they don't get at the actual, core issue, are still immensely helpful.

My current working theory is that SE, in moving away from orange puddles towards more "cinematic" encounters, has tried to make sure that animations make it blindingly obvious where the bad spots are... and, well, nailed the "blinding" more than the "obvious."
I don't have disabilities or crippling issues coming from VFX oversaturation so I wouldn't be able to tell you, but there are definitely mechanics that make me want to just disconnect my brain, notably the first boss of Meso Terminal. I can see the cues and focus on them because I don't have ADHD or anything, but it's one such cases where it truly gets on my nerves.

Superchain Theories in P12S, as well as the collapsing platforms, were very annoying to me, what with the colour scheme they had over the glowy blue environmental background. I'd also quote Phoinix but I think this has been memed to death enough and SE already acknowledged it was a problem, but then again, they said they'd watch out for this but seem to have forgotten so perhaps reminding them of it would also be warranted.

In M4S, I can't for the life of me figure out fast enough which type of statue is being phased into existence notably in the Sabbath sections. Skill issue or true problem? I don't know.