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The Ultimate DFXs we have so far are very distracting#691

The biggest offender of this is Zetterburn’s, but is also present in the others in some way.

Personally, the ultimate DFXs have too much visual noise, mostly because the most animated parts of it are wide and/or cover the entire length of the DFX, from the blastzone to its tail. The tail specifically had so much real estate for said animated parts, which are already large on their own, that it even covers the edge of the stage, and these parts linger the longest in the DFX, like Zetter with the big fire lion profile.

This is also the case for some, like Lox with the giant volcano spewing puddles of lava, Kragg with the brick pillar breaking apart into blocks still closely grouped together, or Orcane with an entire pillar of water.

However, not all of them are this way. Ranno has the large bubble float to the tail of the DFX, but quickly pops into smaller bubbles spaced far enough from each other that clear out the area of the large bubble well. Clairen has her time travel pod closer to the blastzone than the tail, same with Fleet with the wind gusts. Wrastor has the stream of feathers scattered apart well alongside the birds, while large, flying past quickly and spaced apart from each other.

In summary, the DFX take up too much space on screen, with some covering the full length of the DFX especially the tail that reaches the stage, and linger too long, making it a big distraction. This could be fixed by making the effects smaller, having it linger less, dissipating it into smaller parts that clear out the space well, and/or concentrating it closer to the blastzone than the tail, whatever is most applicable. Having DFXs strictly appear behind the characters and other key objects like items or La Reina chair can also help with visibility while the DFX is on screen.

13 days ago
1

behind the characters would be lovely tbh

12 days ago