I have a problem with the way Block Powers are currently handled in terms of the UI.
Purchasing Block Powers, which I've just done for the first time (other than trying it out for looks and not understanding why it didn't show) on one of my characters, behaves completely uniquely, yet is treated in the interface just like any other powertray power, and, worse, is positioned in the place I find easiest to not notice on the powertray.
The unique behavior is that when you get an upgraded Block Power, it doesn't auto slot if you've never gotten a power for the slot before. The reason is that you
have been
given one before, but unlike any other power on your power tray, you had nothing to do with picking it.
For me, this was a stumbling block, since without that intuitive connection I just thought it would behave like a non-slotted passive, and I couldn't figure out why the graphic effect wouldn't show up. It seems many people have figured out how to slot blocks fine, but I would think they would still have it working fine for them if what gave me trouble was addressed.
..
First of all, I don't quite get why it has to function like it does...is there ever a reason to unslot the basic block? Wouldn't you just not press block if you didn't want the power? This seems like an extraneous UI and implementation mechanic, when what seems to make sense is to have the slot simply empty, which implemented the current Block as a baseline, with powers then modifying that baseline. Note also that AFAICS Block Powers are currently always upgrades to basic block in damage resistance, since there seemed to be the impression that this wasn't the case when I was being helped with my confusion (I guess this goes with thinking of the basic block as "Other Blocking Powers", which I was not), but I don't see why modification couldn't reduce resistance if this is meant to not always be the case.
But the issue can be addressed without answering that question, in two ways (not mutually exclusive):
- Having a UI visual separation that draws attention to the unique and separate nature of the Block Slot on the power tray, Like having a shield or forearm outline sticking out the bottom left corner, and having some highlighting line or spacing to make it stand out. A more clearly recognizable and less noisy graphic for the default power would help too.
This could be done with simply a change to graphics, and no other changes, and at least provide a "ramp" for this extraneous mechainc bump, though the bump would remain.
- Making it function as if the default Block Power was an empty slot, by simply automatically replacing it when you get a new Block Power, and slotting it back in when a power is removed (which, again, unless there is some reason to unslot the default Block, it should already do).
Now, I think the first point should be done in some form as a general enhancement for slots that have unique functionality anyways, and would probably have provided the clue I needed to recall the blocking power I noticed being listed when I first started playing and promptly forgot about.
I don't see why you would want to unslot block, so it seems like implementing it so that you can doesn't make sense, and I think the "empty slot" idea would be the best interface. But the second point instead of/until that type of change, would seem like an improvement at least, though more special case code might be an undesirable direction.
Perhaps a dev could enlighten us if they feel like it.
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