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 Post subject: Split debuff bar by type
PostPosted: Tue Nov 20, 2018 11:46 pm 
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Joined: Tue Nov 20, 2018 11:38 pm
Posts: 4
Idea: Split the debuff bar by debuff type. So, one section for magic debuffs, one section for physical, one section for mental and one section for other.

Why?

1. QOL change for dispelling debuffs. If you don't know debuff categories by heart, you have to mouse over each and every one every time you use a wild inscription or similar ability to see what goes.
2. Becomes easier for new players to understand and memorise the different debuffs. Becomes easier for advanced players to realise what debuff defenses they're the most in need of.

Potential problems:

1. For effects that debuff debuffs of any type, the order in which debuffs are removed becomes unclear. Example: Orc debuff takes the top one of the list (I think? Might be random anyways). If the debuff bar is split by type, there's no way to know which one will be debuffed.


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PostPosted: Tue Jan 22, 2019 9:44 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2390
Location: Ambush!
In this vein, maintaining a stable sort order for buffs & debuffs would be great.

Then put a space between sustain icons & temporary buffs, and also put spaces between the different types of debuffs (which includes the big 3, plus the rarer untyped ones, plus the passive timeout notes, and so on).

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PostPosted: Fri Jan 25, 2019 6:09 am 
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Wyrmic

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 234
I'm pretty sure that all cleanses remove a completely random debuff off the list. If they don't, then that's definitely a bug and not intended gameplay. The big problem I see with this is that it'll end up taking up more space on the screen, especially in the late game. Eight sections is a lot.


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PostPosted: Fri Jan 25, 2019 10:40 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5889
I'm also pretty sure that all debuff cures pick at random.
Checked the Orc one, and it is random.

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PostPosted: Fri Jan 25, 2019 5:41 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 760
Location: Middle of Nowhere
Just giving debuffs different colored outlines by type would be a nice QoL improvement. Red for physical, yellow for mental, magenta for magical.


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PostPosted: Fri Jan 25, 2019 7:29 pm 
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Wyrmic

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 234
You'd also need seperate coloured outlines for other type effects and have the colours change to distinguish between buffs and debuffs. Not saying that it's a bad idea, just that it'd take eight different colours instead of three.


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PostPosted: Fri Jan 25, 2019 7:36 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 408
Location: Snowscape
Anyway, I'll keep the thread bookmarked for the/some future (tm) :). It's always good to improve upon the UI.

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PostPosted: Fri Jan 25, 2019 7:42 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
Arcvasti wrote:
You'd also need seperate coloured outlines for other type effects and have the colours change to distinguish between buffs and debuffs. Not saying that it's a bad idea, just that it'd take eight different colours instead of three.

Why? Buffs and debuffs are already separated into different columns.

Nobody is going to confuse buffs & debuffs in the current UI. Adding colors to 3 types of debuffs will not change that.

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PostPosted: Fri Jan 25, 2019 8:17 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 760
Location: Middle of Nowhere
Yeah, I didn't say it, but I see no real reason to distinguish buffs. For one, you ought to know what buffs you have on yourself, and for two, the 'oh crap I have a bunch of debuffs on me, what can cleanse which?' scenario is a lot more common than any situation in which it matters what type your buffs are. They can all stay green. Other is a good point, though. I'd go with grey.


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