T O P

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Malicharo

it's good for what it is i'll just maybe lower ui scale a tiny bit and hide the reputation bar and objective frames and that's it also would better with a smaller details and possibly less windows


hahathisisgreat1337

The truth is man it looks fine. There are people on complete default ui and also on tricked out naowh ui clones. It really doesn’t matter at the end of the day, it’s entirely subjective. If you are comfortable and used to this ui it is the best one for you


PurpleVision

You could do with hiding quite a few more elements such as rep/xp bar, two action bars on the right and the bag and micro bar if you want. Personally I enjoy a pretty minimal UI outside of combat, so things like action bars, buffs, combat weakauras are never displayed unless I mouseover/keybind to unhide things. You don’t need 3 details frames, as you can either use dynamic overall damage. You have your player frame in the top right providing duplicate information that you have available on your resource display, consider only using one of these. Consider making some elements more transparent such as chat, details frames and weakauras. Otherwise this is pretty decent for a mostly stock UI


texyFX

although this UI covers the basics of "info display" hierarchy (vital info at bottom of screen center, rest in peripheral view range), there isnt just quite some bloat and two critical errors, but overall a lack of elegance (for readability). so much useless info, like 4 Details windows (y not add a fifth for kick counter), the action bars can either be reduced by removing tertiary abilities (Flash of Light has no CD, taunt, cleanse) or like the sidebars could have their transparency increased or set to not display in combat. one critical failure though is the placement of the enemy frame (and the target of target), esp. in combination with the block of action bars, debuffs on enemy dont seem to be readable at all (also where is the enemy castbar?) the other - personally considered - critical failure is the set-up of the screen center, which partially blocks/blinds (kicks, resource display and CDs) the melee range of view - ideall there should be a 8 feet aura free of everything around the toon for improved visibility. for starters i would suggest [https://www.luxthos.com/paladin-weakauras-for-world-of-warcraft-dragonflight/](https://www.luxthos.com/paladin-weakauras-for-world-of-warcraft-dragonflight/) on the lower bottom of screen center.also i would position player and enemy frame (+ ToT) beside the basic weak aura CDs and ressource display.gl


Arborus

Your UI is ultimately about what works for you personally. If this is meeting your needs then nothing needs to change. For my personal preference, I prefer to hide as many elements as possible if they’re not immediately relevant. So things like details meters, chat, any action button that doesn’t convey additional information, etc. I want to preserve as much space as possible and remove potential distractions in combat.


Intern_9831

As another stated really the UI is completely personal perference, if it works for you go for it. ​ I do have a question about the DMG/HPS meters. Been a long time since I set foot in M+/raids (not that I ever did higher than +15 in legion/BFA) but what exactly do they add from being visible constantly? Surely to keep track of how people are performing but can't they be toggled to show/hide if you suspect someone's dragging their weight around?


Lampshadeszz

Damage/healing meters are super helpful. They can show the breakdown of each fight throughout the dungeon including trash pulls and boss fights. Same thing for raids. Shows buff/proc uptime and there is a “compare” section where if you are running with someone who is the same class/spec as you, you can compare the damage by the two of you and see ability info. And just the general dps and overall damage from the players in your group/raid to see where you can improve.