

unblockable attacks from bosses should be a more obvious color change than red to orange
recently i saw a meme post by EddyManic and i couldn’t have agreed more with it. while yes, it is a meme, the point still stands.
some talents should be worded different and specify if whether or not they can stop heavy attacks instead of “block ALL incoming damage” it’s misleading. i remember the first time playing solo on darkness difficulty and getting so far on my last feather only to be killed by an attack i previously thought i could block/dodge. imo it’s bad game design when something kills the player that i wasn’t even aware of. obviously i learned this the hard way but i still think there should be a specification.
on the bottom pictures is just an example from warhammer 40k space marines 2. light attacks are indicated with a blue flash while unblockable/heavy attacks are given a red indicator. which to me is a lot better than just going from red to orange, which are two similar colors. usually when playing games with a similar mechanic i see the opposite with red being used to represent stronger attacks instead.
i think purple would be a more obvious choice. i’ve seen games use color to represent difficulty. green is easy, yellow is normal/medium, and red is hard. sometimes i’ve seen “nightmare” or “hardcore” being represented with purple. i also think it would fit because in ravenswatch, purple is used to represent the vulnerable and weakened status.
thoughts?