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Ah, that would make sense. It did it when my character was transformed too.
The only way, and I mean only way, to prevent it entirely is to not use limit break. You shouldn't HAVE to not use an entire game feature just to be able to feasibly play the game past a certain point. No limit break, no paranormal scan and no infinitely scaling area or duration effects from character or arcana, and you can functionally play however long you can survive for. Which is still technically infinite if you just use enough eggs to hit max CD.
...but you shouldn't have to go through all of that effort to avoid something that... shouldn't be a problem in the first place....
Honestly, not being able to see the map itself isn't even the issue. The issue is not being able to see STUFF. Boss spawns, chests, etc. - some weapon effects are on really weird layers where they even go completely over the white reaper, which functionally means they block your ability to see ANYTHING, and when each particle of those effects is the size of the entire screen.... yeah....
I see multiple ways to fix this:
-An opacity slider as you said (but if Poncle is against, well... let's see the next ones)
-An option to limit the number of maximum projectiles displayed
(a preset limit by weapons. Time consuming to make i guess, but probably the best final result)
-An option for the player (in the interface during pause screen) to hide selected weapon's visual effects (A simple and raw solution, but probably the easiest to add)
Try evolving the clock pieces...
At least the Phaser only makes everything look like a CRT TV without a signal and enemies and items on the bottom half (they will layer above most weapon graphics, while top half does not, in a weird kind of 2.5D gimmick we have) remain visible.
The Clock just blots out the entire screen and takes rendering priority over everything including the character.