UI Arrangement
" I should have been more specific in my original post: I was only speaking to the bars in the center of the screen showing the health and energy/mana of the player and player's target. All of the ancillary stuff (skills, bags, macros, numbers etc.) doesn't really apply to a PoE-style Action-RPG. |
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See i think instead of making another UI element you could just put it around the health and mana orbs.
My idea would be if you get endurance charges a Red outline would be around the Health orb and one charge would have one segment. The more charges the bigger the segment. The same would be applied for Power charges. As for Frenzy charges just assign them to the orb not being used. For example a Dex/Int would have frenzy charges on the health orb and power charges on the mana orb. Where as the duelist would have Endurance charges on the health orb and frenzy charges on the mana orb. So to illustrate their would be a Small bar tracing the outline of the orbs. They would have 7-10 segments depending on how many charges you can have. This would provide a neat solution that wouldn't clutter up the screen and would give you the extra information you needed. Yes good sir, I enjoy slaying mythical creatures.
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" It's a nice idea and would probably look better than some of the other ones suggested. Skills and equipment grant charges, though, and any class can has access to all the skills and equipment. That means it would be fairly easy to get all three types of charges at once if you wanted to. In fact, now that I think of it, that could make an interesting build. Forum Sheriff
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" I had this exact same idea. Good call..... In since 0.8.0
Twitch: http://www.twitch.tv/kungfooe |
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