Hey guys,
Here is (I guess) my last feedback thread about the User Interface.
I may update this list at some point, eventually.
1) SPELLBOOK / REACTION MENUS VISIBILITYI struggled at finding the spellbook/reaction tab.
These menus are some of the most important one. Currently we have to open the character sheet / click on a very small icon on the top left.
It is far from being obvious that the character sheet will lead you to those menus.
It should be easier to find them and faster to open them. They deserve their own icon on the main UI (as they had previously).2) OVERWHELMING REACTION MENU The reaction menu is already overwhelming. I really fear higher levels / classes with more reactions / the implementation of all reactions in the new system.
I don’t even understand why the game ask me if I want to enable reaction on hit AND on critical hit.
Nor do I understand why I have a line for every spell level. Just ask and allow me to choose the spell level if I want to react.
The reactions configuration should be faster and the menu should be as simple as possibleIn my opinion we should choose the spell level when we react and players in auto mode should eventually toggle the different spell levels on the configuration menu (single line with level toggles).
3) REACTION ICONS ON THE MAIN UIThere are already too many reactons icon on the main UI.
We will have tons of icons in the end which will further overload the interface.We don’t need one icon for hit level 1 + critical hit level 1 + hit level 2 + critical hit level 2,...
4) VISIBILITY OF THE REACTION RESSOURCENow that we have reactions, is it even more important that players see and understand that it is a ressource just as action and bonus actions are.
The main UI lack of a reaction resource icon.Click on it could lead to the "passive tab" of the hotbar or directly to the reaction configuration menu.
6) THE HOTBAR IS TOO SMALLNot a fan of hotbar at all but I'd rather have a biggere hotbar well organized than having to waste my time to configure and navigate through multiple ones.
In my opinion
the hotbar could be bigger so we have 4 - 6 more squares.5) ICONS TO AUTO-SORT ITEMSThe UI lack of icons that sorts items (scrolls, potions, throwing items,…). It would be a great QoL functionality.
It is perfectly fine to allow players to customize their hotbars but it is not not to sort some things automatically in a game with so many elements.
We need icons (that we can remove, eventually) to see all scrolls / potions / throwing weapons / arrows under one specific icon. It should use the “variation functionality” of the UI : players know it and it works well.
If that's not possible : the game need specific containers with unique design. In other words : bags but that looks like a scroll case, a quiver, a potion case,... It would require more management from players but it would allow to sort and organize the hotbar better.
6) INVENTORY FILTERSThe inventory lack of filters icons. It is not obvious at all that you have to click the search bar to filter items.
That kind of thing should be obvious but currently it’s not.
The inventory UI deserve proper and obvious filters.7) NEW ... ON TOOLTIPSThe new "..." on various tooltip is not a good addition at all.
It make things confusing and slower to understand. It often hide only 2 lines on top of hiding the most important informations.
I’d rather have bigger tooltips than having to loose time or eventually miss the informations I’m looking for.8) TARGET(S) INFORMATIONS ON TOOLTIPSTooltips lack informations about the target(s) (self, ally, ennemy) for spells / weapons attacks / class features and so on...
I'm not supposed to know that in exemple “shield of faith” can only be cast on myself.
Currently you have to “pre-cast” (click the icon without validating spell casting) every spell you don’t know to see if it’s a spell for you, for an ally, for a few allies, for an enemy or for a few enemies.
It is boring when you play, but it is even more when you are choosing spells when you level up.
It should be a line of text in the bottom of the tooltip rather than eventually be in the text (it’s not always).
9) RED LINES ON THE MAIN HOTBARThe red lines in the middle of the main hotbar are visually not appealing at all.
It should be something more in line with all other UI elements. There is other way to make players understand that they can interract with them than making them an big red bar.
10) AREA MAPNothing on this map is barely recognizable. Villages, temples, bridges, mill, statues,….
The map of the area does not help to understand the structure or the world and how things are interconnected.
It does not really help to find your way and to localize your group in the area. The only valuable informations are the fast travel points, the quests markers and the characters markers.
I personally think that to find their way around a map, players need to see the key points of interest that they have spotted while travelling through the world.
If I’m walking in a town I never went to, the “point of interrest” on the touristic maps are the first layer that help me to understand where I am / where I want to go.
The road and the bridge tell me how to go from point A to point B. In BG3 we don't even clearly see point A and point B…
I wish this map could be great art like the worldmap is. A zoom on this part of the world with main roads and point of interests.
11) FAST TRAVEL POINT NAMES / POSITIONThe fast travel system does not allow to visualize where most points leads to.
Some of the names in the list do not refer to anything significant on the map and does not allow players to visualize where they lead.Goblin’s camp is ok = if I click on Goblins camp I know that I will be teleported to the goblin’s camp.
But Roadside Cliffs ? Overgrown ruins ? Riverside Teahouse ?
I personally think that some fast travel points should be renamed and/or relocated a bit.
The beach, the lost chapel, the fetid bog… This would allow players to visualize what they have really saw. You saw a bog, it's not obvious that the building is a teahouse. You saw a chapel, not a "Roadside Cliff". You saw a beach, the "Overgrown Ruin" is not the memorable thing next to this point.
On top of that when we are fast travelling to "Sylvanus grove" is it to go into the grove... Why do we always have to loose 30 seconds to walk towards the grove ?
12) FASTER FAST TRAVELCurrently we have to check the names on the map then find the names on the list and click on it.
It would be a lot faster and easier if we could just click the icons on the map directly. It is obviously linked with the 2 points above.
I wish I could have a clear map and click on clear icons of clear locations to fast travel there.
13) LOOKING AT UNDERDARK MAP / SURFACE MAPCurrently we can't look at the surface map if we are in the underdark and vice versa.
We should be able to look at the underdark map when we are on the surface and at the surface map if we are in the underdark.If I want to teleport from the surface to the underdark, I have to remember the fast travel point name of the location I visualize in my head and want to travel to... or teleport anywhere then teleport again to the good one…
The 4 points above leads me to these suggestions :
https://forums.larian.com/ubbthread...+the+worldmap&Search=true#Post814237https://forums.larian.com/ubbthread...+the+worldmap&Search=true#Post72740814) MINI MAP SIZEAccording to my calculations it takes between 1/12th and 1/15th of the space on the screen.
The mini map is all but mini. It is too big, really.
15) QUEST DIARY UPDATEThe quest diary should update automatically. Currently when a task is updated the quest line has a it has a ! that will always remain a ! until the player click on the line.
After a few hours it is very complicated to understand at the first glance what is done and what is not.
I guess players are not constantly reading their journal and what matter is to see what is done, what is work in progress and the steps of the quests.
It does not matter to see that "a task has been updated". The ! is useless and the screenshot on the right give as much valuable informations than the screeshot on the left.
If a task is done, it should have a V directly even if the player don't read / click on the lines and the ! should not exist16) NO DICE CHECKS IF THE DD = 0I guess it only happen when we use the tadpole's power. We should not have dice checks when the DD is equal to 0.
It does not make sense and it just makes things slower for the sake of it. On top of that, it would make the option to use the tadpole more appealing and more unique/memorable by it's (lack of) mechanic during dialogs.
17) DAMAGES INFORMATIONS ON TOOLTIPSIf I have a long sword in my hand with a shield, the tooltip of my weapon tells me that I will deal 1D8 (+modifiers) damages.
If I highlight another long sword in my inventory, it will say that I'm going to do 1D10 (+modifiers) damages.
It is due to the fact that if the item is equipped, it shows the "real damages" and consider that I'm using it with 1 hand. But if it's a tooltip from a non-equiped item, it will show the greater value and consider that I will use it with my 2 hands.
That's just an exemple but I've noticed this with many items and spells.
Another exemple is with radiant damages from a few paladin skills. It deals +1D8 radiant damages versus all target and +2D8 versus undead => the damages written in the tooltip will always consider the +2D8.
Another one is when some damages have conditions : it is clearly written that the +1D6 fire damage only applied under condition, but the damage range written above consider that you will do them.
It may be very confusing because players may choose an item or a skill because the tooltip tells them that it will deal more damages... even if it is wrong or if it is only partially true !18) TOOLTPS DON'T GIVE ALL MEANINGFULL INFORMATIONSI guess I won't be able to go into details for every one of them here... But in exemple a player that doesn't know DnD will only look at the damages.
We have already seen that tooltips are not really accurate in the previous point but
some of them also lack informations.
- In exemple players can't understand that a +1 weapon not only deal +1 damage... but also have +5% chances to hit.
- In exemple the Bestow Curse Spell description. Curse a target ? What does that mean ? Players would like to know before choosing this spell.
19) THE COLOR CODE IS OVERWHELMING AND CONFUSING Too many items now have a color and to be honnest I don't even understand what this code mean at all...
Is "speak with the dead" (green scroll) a better spell than "scortching ray" (normal scroll).
Are all the keys we find really important quests related items ? (all orange).
- The color code does not make any sense to me.
- It encourages players to choose some items over others when they are not necessarily a better choice.
- On top of that our inventory is now an unreadable rainbow. All those colors everywhere does not help to have a clear overview of our items (I don't have any problem with my eyes).
You are over doing it. It is important that players understand what item is magical and what item is not but it should be up to our appreciation which one is better / more important or not. Especially if the color code is wrong.
20) AOO MARKS UNDER ENNEMIES (IN THE RED CIRCLE)In many situations, especially when you are engaged with more than 1 ennemy,
it is still very unclear where you can move without triggering any AOO and when you will trigger an AOO.I'm a fan of melee characters so I'm used to AOO and I always check if my moves are going to trigger one or not... And I have been attacked a lot more than I thought because it was not clearly visible.
21) DUAL WIELDING TOGGLEI haven't play a dual wielder yet in my first patch 9 playthough but I cannot forget to add my support to this feedback.
It has never been clear that the player can enable / disable automatic dual attacks (action + bonus action). It is still not considering the small icon I've seen in a screenshot on this board.
22) SCROLLS - SPELLS SCHOOLPlayers should understand faster what spells belongs to which school in my opinion. It is important for some classes, subclasses and races.
It could be done with a color code, in exemple all abjuration spells could have a yellow icon... But I guess it would create issues (blue flame, red lightning,...).
If that's not possible, it should be an icon on tooltips rather than a line of text under the spell name. Reading a small line is slower and less obvious than looking at an icon you are often seeing.
That's it for now.
EDIT
23) HOTBAR - ONE ICON FOR SPELLS FROM MULTIPLE SOURCES Currently when we have the same spell from multiple sources (items AND spellbook), we have 2 icons on the hotbar.
It does not help to have a clean and clear hotbar and it may be confusing. On top of cluttering up an already overloaded interface, you have to read the tootlip every time to be sure what you're about to do/use (item ? spellslot ? spell level ?).
It would be cool to streamline the hotbar and make things clearer and easier to understand by removing one of the 2 icons.I guess it could be done by using the variation feature of the UI. See the picture to understand what I have in mind.
24) SPELLS WITH MUTLIPLE VARIATION / UPCAST LEVELThe variation window when you use spells that have a lot of variations is really confusing.
1 icon for each variations / spell level is a lot too much ! (and it will be worse at higher levels).
Currently it is really confusing and difficult to read correctly/quicklyLet's have a look at the chromatic orb and the command spells variation submenu...
Would it be possible to include toggles in this variation sub-menu ? I guess it would be a lot easier to interract with the UI if it looked something like that.