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Making weapons and abilities easier to recognize

A closer look at the visual-effect review covering weapon fire, projectile travel, impacts and ability timing.

You should be able to recognize a weapon from the action on the battlefield. Our recent visual review covered the firing, flight and impact stages of all 71 weapons. We revised 25 signatures that were too similar, using combinations of shape, movement, trails and impact behaviour.

Abilities received a separate review. Across 94 abilities, we checked whether the visual language fits the action: healing should read differently from control, and an area effect should communicate its range and timing. Teleport departure and arrival also need clear feedback at both ends.

This is a development milestone, not a claim that every effect is unmistakable in every crowded fight. Some weapons and abilities share functional effect families. The next step is checking readability during moving team battles, alongside the frame-time cost on real devices.

The reviewed work is part of the upcoming 0.7.0 test build. We will keep refining effects that are hard to read, overly bright or too expensive during combat.

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