Whos idea was to put pestilence boss in a pitch dark room?

even torch doesn’t help. Really bad design!

There is a rune that works as a light

I am not going to use a rune slot just for that!

At least make a potion that illuminates area around the player.

You have 4 slots for utility runes, or you can use a weapon only for that rune and thn change to your normal weapon.

If you have ray tracing on it can make some stuff more immersive so you could try turning off that if you have it.

Turning down contrast can help

Turning up brightness in game settings can help

Configuring your monitors settings such as gamma, brightness, contrast, etc. can help..

you will need to eat up 2 slots at minimum for this to be a viable strategy.

spell for light works if you are able to cast it. if you die and there are no mobs around, you need to use a different spell to convert ur life to runes before you can cast it.

in either case i find the best solution is just coding the game to avoid bosses from spawning in dark areas.

theres a difference between challenge and tedium. challenge can frustrate but still be fun. tedium is pure unfun.

if the devs have zero intention to change this, i will be saddened a little. not too big of a deal but then again i’ve stopped playing in a while. getting breaches that are unfair once too many times just makes me tire of the game. nowadays i m quick to be aware of whether i m having a good challenge or if i m just being unnecessarily frustrated by something.

fighting in the darkness has zero merit.

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Devs mentioned something about a tool item similar to a lantern that you migth carry all the time, similar to pick and axe. Maybe that will fix the issue. I think it’s a good idea, involving light into the fights, BUT atm it’s not well executed. It’s indeed a little anoying, lets see how evolves.

If you don’t like the rune, weapons Infused with Ice or Fire emit light, you can also use consumables if your weapon doesn’t already have Fire/Ice in the enchantments.

I like dark areas, they’re immersive and work as level design. They make it easier to get lost and prevent players from entering high-level areas at the start of the game.

But the ways to illuminate need to be thought out better.

It doesn’t make sense that the rune takes several seconds to cast, and that if you have a two-handed weapon, you can’t use the torch.

And then there’s the annoying fact that every time you pick up an item or interact with something, since your weapons vanish, the light disappears (unless you’re using the rune).

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i may not have made it clear but from an immersion POV i do like the dark areas too, and as you say, it gives a way to soft lock newbies from accessing such areas too early.

my issue is that its fine as an optional side area, but NOT as a breach area. especially not a breach boss arena.

the issue would be immersion.

unless its something stuck on your back, carrying a torch would require you to give up a weapon slot, and would directly punish 2 handers as they wont be able to use their weapons.

i like the look of pestilence imbued items and i really hate how other elements simply light up the room and feel punished for not using a different element.

illuminating via spell is still optimal as the lighting is not limited to a small patch that your weapon provides. its also constant so its not headache inducing.

to me the REAL solution would be to REMOVE dark areas entirely but make it similar to the potion vendors quest where pathways are hidden unless you trigger something.

also, a quest could be created for the player to gain the ability to “see” the hidden spots permanently.

i can tell you with 100% certainty. the “me” of 20 years ago would have used illuminate in EVERY single area to look for secrets. this is because of the description given on the rune. instead of being a bonus, it can be crippling towards people with OCD. i used to want to do such things but now im older. i play games to kill time. i enjoy organically hidden secrets where you may stumble upon a hidden switch or walk past some bushes to find secrets off the main path. having to manually cast a spell to get “secret revealing vision” reminds me of my time playing dragonage inquisitor. theres a scan button to reveal all interactables. when i played the game, every few steps i would hit the button as tho i m a bat relying or whale relying heavily on sonar.

That is a travel-exploration dimension of dark and light, a different thing to consider, but you are rigth. What I was thinking was dark and sight during fight as a mechanic. Like you could cast runes to provoke a big area of fog and/or blidness (like ddo), thus controlling areas of the terrain and influencing the fight. For example, we have a similar mechanic with the fog casted by some foes (the purple cloud). Yes, it is different, but imagine a that mechanic elevated to a good spot, it will be really cool.

Some of the proposed new weapons for class update are bellows and trick bag, so I guess that could be interesting. However, atm it isn’t well executed, so dark and ligth mechanics are just annoying.

I know that fight, used to anger me a lot, but I can do it now, even in the dark!