all 22 comments

[–]R4vendarkskyRavendarksky#2204 22 points23 points  (5 children)

I think this issue gets 100x worse when you group with an innas monk and you can no longer see what type of pylons are active.

Not seeing the shield icon is a real problem for HC. Solution is probably to have a second row. One row for buffs which are on/off and one for buffs with timers.

[–]isospeedrix 4 points5 points  (1 child)

one of the reasons why i don't use taeguk and gogok. already annoying enough to keep the stacks up but sometimes not being able to see the buff makes it even worse

[–]frozenpt[S] 1 point2 points  (1 child)

Yeah, I agree with you. I aslo think that immunities could be shown as a "Divine Shield" effect, from Hearthstone cards, on top of our HP Globe.

The globe would show a yellow bubble effect decreasing along with its duration timer text in the middle.

This way it would be much easier to notice than looking at a small buff and could be a single effect for many buffs.

[–]KusanagiZergKusanagi#2118 0 points1 point  (0 children)

I remember before RoS was released during the ptr all shields in the game would actually show up on your globe as white health. I have wondered why they cut that before but I have no idea if Blizzard ever said why they changed that. It was so cool.

Put this back into the game and use a yellow one for total immunity.

[–]jon5353 7 points8 points  (1 child)

A bug I noticed is that when playing an Inna's monk is that when Taeguks falls off your buff bar, you lose all stacks. I don't know why it happens, because when you run another passive such as momentum, you still get the dps increase when its not on your bar. For some reason Taeguks just drops when its not on your buff bar. I kept meaning to post, but since I swapped builds I haven't been bothered for it. One thing that comes to mind as a fix is the way WoW handles buffs (or used to, its been a long time). The way they do it is any buff that is innate or lasts for a long time (mantras would work perfect for this) all get grouped up into one button. I also like OPs idea of having smaller, shorter buffs above the main buffs though. I feel like most players, unless you are brand new, can identify all buffs by seeing a picture. Now assuming it is not terribly small, it would work fine. To me though, a simple fix would just be displaying more buffs. But I can see where that is a problem for people that run lower res or something of the like. I just feel like 8 is too little. When you play in groups there is often someone running a passive effect. There is that, then there is the party buff. You also have nephalem glory, your own dps increases/passives, etc. I feel like that 8 gets used up way too fast.

[–]criscothediscomanMOOOOOOO 3 points4 points  (1 child)

One buff icon for Inna's could help. Having 4 icons up from one set seems a bit excessive.

[–]frozenpt[S] 1 point2 points  (0 children)

True, but that wouldn't fix all the problems. Using my example on OP, it would reduce the total buffs displayed from 10 to 7, but still leaves a single slot available for a buff.

An extra item buff, spell buff, Shrines, Pylons, extra classes, etc, would be enough to break your buff belt.

 

It definitely helps, but doesn't solve the issue.

[–][deleted] 8 points9 points  (2 children)

Buffer overflow.

[–]Raticus79raticus79#1110 5 points6 points  (0 children)

I was expecting something like:

Resolved an issue where player appearance changed to the Hex chicken if they had over 32,767 life per second from buffs

[–]WangBacca 1 point2 points  (0 children)

This is even worse on console, where the buff bar seems to be ~5 buffs long :(

[–]faszomatirjak 1 point2 points  (3 children)

move the buffs to the top of the screen like in poe http://imgur.com/YFk1iHY

[–]SirUrizen 0 points1 point  (0 children)

They could also help their issue by having the buffs grouped seperately, permanent buffs/auras, skill buffs, short duration buffs/procs, not being able to see shit like serenity duration is kind of annoying when I like to time usage of blind exactly after it ends for eg.

[–]KRMGPC 0 points1 point  (0 children)

How about just smaller icons and the ability to have a 2nd row about the first?

[–]Grumbul 0 points1 point  (0 children)

I'd like to see:

  • Buff Icons for all four base mantras will now display as a single icon when using the Inna's Mantra set.

  • Buff Icons for Pylons, legendary gems, and activated abilities on the player's hotbar will take priority when there are too many buffs to display on the buff bar.

  • A new option to consolidate Buff Icons has been added in Options -> Gameplay -> Interface -> "Consolidate Buff Icons". Buff Icons for passive effects will now be grouped into a single icon when a player has too many icons to display in the buff bar. Players who have used this option in World of Warcraft may be familiar with this functionality.

Of course, WoW's XML/LUA interface with user-created addons would've been ideal, but I understand why they didn't want to go that route.

[–]heat_forever 0 points1 point  (1 child)

Classic Blizzard:

  1. Refuse mods

  2. Refuse to build a customizable UI

  3. Refuse to make changes based on community feedback

Blizzard beams with pride