02/18/09, 12:02 PM
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#264
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Piston Honda
Orc Death Knight
Executus
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Hopefully constructive criticism (and possibly motivation to throw my hat into the ring) on the general direction of the rune mods:
The 3x2 layout (two rows of BFU) is underrepresented. In rotations that are heavy on F+U abilities, there is a very natural visual pattern that emerges in rune use that is not apparent in a straight BBFFUU layout. This is because in the 3x2 layout, all abilities will use runes that are adjacent; whether its F+U, B+F+U, or even D+D. The natural visual patterns also break down when runes go off-rotation due to a dodged single-rune ability or whatever, and make a clear visual indicator that you need to juggle a few things to get back on rotation.
Overall, the 3x2 layout has a more basic visual layout than a stack/row of bars.
Full on timer bars are overused. Knowing the difference between a rune becoming available in 8s and 7s is not at all that valuable, usually comes at the expense of significant visual clutter, and longer-term rune refreshes are usually better read by looking at cooldowns on ability buttons. More visual impact is gained by more basic internal bars (SimpleRune, Simple Runes Bar). I'm intrigued by the clock on the edge of the default runes, but think they need more contrast, and I'm not sure that's something that is feasible to implement.
I think bars are used too often as a crutch replacing a good way to show rune availability; for example Acherus (not picking on ya, its a great mod) would be unreadable without the timer bars.
Rune backgrounds are necessary if the runes are actually part of the display and not just decoration for a set of bars. A number of mods use the old-style rune artwork without a background, and anything in the middle of the screen that is semitransparent red, blue, green, or purple will go completely invisible somewhere. A blood rune in the middle of the screen disappears in OS or whenever DnD is down, and I'm sure there are places where blue, green, and purple can vanish as well.
And finally, diseases are not runes. I can see value in mixing RP displays with the runes, making it a general resource display; but diseases are a separate animal and we are all better off if the disease timers are left separate. Mixing them together just means that eventually your favorite rune mod will break because the disease timer it is packed with broke, even though you dont use it. Or, you get a conflict with a more complete debuff mod that you want to use to watch things that the basic disease monitor cant handle.
Not saying that disease mods shouldn't be developed; I would just urge the authors that are making both rune mods and disease mods to package them separately.
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