Absolutely agree that we need a much more sophisticated UI for abilities.

I've said before I think we need both a hotbar, and an "all abilities" bar - pretty similar to Pillars of Eternity 2 would be great, but allowing the "frequently-used abilities" hotbar to be player created and not just auto-generated.

Hotbar linked to number keys: where you quickslot things you commonly use, exactly how you use them - if a maximised 2nd level cast of magic missile is your favourite power move, you should be able to quickslot that ability as is so it is available at a single button press.

All Abilities bar: various buttons with context-dependent menus like you're describing for spells. Basic weapon attacks, other general actions (dash, disengage, hide, dodge etc), non-spell powers (non-spell class/racial abilities, and the weapon-based special powers introduced in the game etc), consumables (grenades, potions, poisons), spellcasting.

One way of doing the spellcasting menu would be as you described (a context menu for each prepared or known spell), alternatively it could be done on source. Ie. one button for racial spells or spells cast from items, including scrolls (as these can't be used with metamagic or cast at different levels), and then buttons for each level of spell slots you have access to. Then you'd select a spell slot level, and it would display all the spells you could cast using that spell slot based on spells known or prepared. The rest of it would proceed as you described, being able to add metamagic etc once you have selected spell and slot level. Additionally, this could easily display the number of casts you have left at that level as a badge on each slot level.


Last edited by someoneinatree; 17/10/20 10:11 PM.