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Missing UI components.

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Controls and Interface
The UI is fairly standard, but there are some crippling components that feel like they should be here but are not.

1> Target of target. This has been brought up many times, but it is pretty much impossible to play a support character trying to put short term buffs and heals on people when you do not know who has aggro at any given moment.

2> The ability to target yourself. This is huge, the game is smart enough to auto target "ToT" even if you do not see them targeted, but if you have any target at all you cannot target yourself with heals, buffs, etc. I literally have to spam escape if a mob turns to me when I'm healing so I can heal myself. This is a double whammy, as I then have to try to re-target the character I want to be healing.

3> Offensive and Defensive targeting. Let us set an offensive target and a defensive target at the same time. Since we cannot click a power then target in the game due to the nature of charged powers. This is the only way I can see to offer support characters a way around the negatitive impact of channeled/charged effects, especially with so many abilities having cooldowns.

4> UI latency redunction. In games where action is dependant upon animation, UI latency is a huge problem. This needs to be optimized so that when I click a component on the UI the command needs to be as latency free as possible.

5> Command Queue. In a game with so many channeled/charged powers, combined with action dependant upon animation, a command queue is a must. I think this is one of the reasons so many players are having an issue with soloing, as right now it only works with toggles. One command deep is enough, and allow it to register charged powers. This will greatly improve gameplay, especially for those using XBox Controllers, as right now it feels like a button masher half the time.
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