The design language of death animations and death effects are not talking to each other (in endgame)
I don't know if they have a way to measure this, but I bet most people that have reached high tier maps have learned to ALWAYS run away from a rare after it dies, for a game this gorgeous and that its trying to be slower and interactive, it feels like it needs change
There are just too many design languages related to monster death
- Base monsters with an "explody" animation that does no damage
- Base monsters with an "explody" animation that does a LOT of damage
- Rares spewing out tentacles when you kill them in maps (I think it's related to progressing in the map completion?)
- Exploding crystals
- Homing exploding chaos thingies
- Volatile core
- Mortars/Explosions on the ground
- Molten shell
- Etc...
My suggestion:
- Death effects that come from the base monster should play the same warning sound and effect as unblockable boss attacks
- Tone down the tentacles from map progression on the rares, make them less agressive, they are red and fast, there's no way to think that it's harmless
- Projectiles and ground explosions that were already spawned before the monster's death should VANISH after its death, leaving only the death effects that are ACTUALLY related to the rare's death like the volatile core (very visually distinguishable IMO) and exploding crystals (honestly I hate these, would just remove them)