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Prime262

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  1. Adding tooltips to the buff-bar icons is a genuinely good start, but the issue remains that the buff bar is just constantly choked with active effects. please include a way to manually, and personally, disable certain buff effects from showing up, or alternatively to highlight/pin certain buff effects. just something to make it easier to identify the info that you really need to know in the heat of the moment. Excited by the updates and everything thats been shown off. keep up the good work.
  2. Hi my name is Doesn't use the forums often, so what follows might not be a particularly novel concept. the buff-bar is. . .a bit over crowded these days. such that the buffs i really wanna keep track of are at times either lost in the sauce or just don't show up at all. the bulk of the issue is that weve got alot of conditional effects these days, particularly from weapons where we havent had them for very long. Galv. multishot, Galv. aptitude, and a stacking damage arcane are common on both firearms. that's 1/3rd of the buff bar right there. so i spent. . .what was for me a carpenter with the image editing skills of a gorilla, a pretty unreasonable amount of time cutting together this. idea's simple, we move the weapon buffs somewhere else. i chose below my crosshair because that felt like an easier place to look if i needed fast-info on my weapon buffs. i cut the weapon buffs into 3 separate categories so if i want to know, for instance, how many stacks my primary arcane is at, i glance at the left side of the weapon buff bar. if i wanna know. . how long my Zenistar disc is active for, i glance at the right side. the rule i used was the buffs that show up on the bar below must be either from mods on weapons or from weapon special effects and while that bar looks really. .really crowded, i did scrounge up as many bespoke gear-buffs as i possibly could. and i only cheated 1 time. Props to whoever spots it. (no it isnt the Bloodrush symbol twice, that is the Gladiator set mod effect). in normal gameplay it would probably be alot less crowded. . you could get it this crowded without lying, yes, but youd be running alot of mods for no reason, and about 3/4ths of the way through i figured that a longer, skinnier bar might work better, but i wasnt going to start over. i also left in a little space on the end for Parazon mods, since Parazon mods do have conditional effects. Frame buffs, Squad buffs, buffs from companions, and anything outside of that categorization would stay up in the top right of the screen. there are still some corner cases. . .take for example Mark of the beast. a melee mod that applies a buff too Sidearms. in that case id put that buff under sidearms because that makes the most sense. this change i think would get back between 6 and 10 buff slots from the top right buff bar on average and better clarify the information. is it a viable long term solution. . .id say not on its own. in an ideal world this sort of UI change would come with the ability to manually flag buffs as "hidden" or manually pin them so that they show up at the front of the list. most of the time, based on your build you don't need all of this information. . .you don't even need most of it. i, for example, often need to know if my Poise buff is still active. if Avenger is currently up. i dont really need to see that arcane blessing or molt Augmented are at full stacks, they have been for the last 30 minutes. and also for debuffs to be given their own separate bar below the regular buff bar. since enemies proccing things on me is more common post eximius rework. i used a standard 16 by 9 resolution when making this mock-up and tried to keep the buff icons's consistent. . .the biggest issue i see is that this would probably get too crowded on Switches and. .smartphones. which is why i couple the suggestion with what followed. warframe has by and large Embraced Conditional effects > passive effects. and if were going to keep doing that we need better buffs and IU management or it will only become less coherent than it already is.
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