that’s the idea. i’m surprised that no one really understood what i was trying to ask despite repeating myself over and over again. i’m not looking for the perfect scenario, i’m just looking to see what would make sense as far as keybinds are concerned.
I won’t be doing 180 flips in the air in a BG, using any goblin gliders, potions, or trinkets. That’s not what I’m after. If you think that’s what i’m after, let me reiterate for the final time: It’s not.
I’m only focused on immersion, for this specific situation. I can swap between the two styles at will, if people were actually willing to give some suggestions and not ignore everything for the sake of their own confirmation bias. Yes, I know it’s inferior. I know it’s not ideal. Can we all move past this point?
When I’m questing in nazjatar, exploring mechagone, etc. i’d love to just have a way to hide the bulk of my UI without rendering the game “completely” useless. Console port is just one way to do it.
Since tauren are so helpful I decided to spend a good 6 hours or so of raw trial and error. Here’s what I’ve contemplated thus far:
General functionality:
Realistically I can have more than 4 buttons. X, Y, A, and B are just the 4 that feels most natural. The other 4 are the directional arrows. These feel more awkward to have as part of my main set of abilities. (the spells that are actually required of you to attack an enemy in some way). So, this has led me to experiment with having the directional buttons dedicated to utilitarian functions. This would be, for example, more ideal for things like mounts, warlock / hunter pets, druid stances, etc.
-------.::.:: The main buttons: ::.::.-------
On my controller, this would be X, Y, A, and B. For all intents and purposes, let us treat these as being the same, interchangeable buttons as those on the playstation controller, that being square, circle, X, and triangle.
The main buttons are going to be the spells that you immediately need. Since interrupts can be some what of a twitch mechanic, it may help to have your available interrupt on the Y (triangle) button. It’s the top-most, so it will be less accessable, but is fine since it’s dependent on the situation. You want it immediately accessable, but it’s not part of your core rotation.
Jump could be placed on the A (X) button, but it can also work on the right trigger. Which is most ideal, I have not figured out yet.
- If jump is A (X for playstation) the right trigger can be used as a key modifier.
- If jump is right trigger, the key modifer should be placed on right bumper instead. This will give you one more ability to work with, seeing as you can only do 4.
Left Bumper and Left Trigger do not feel natural as jumping buttons. I’m not sure if this is a right-handed or left-handed thing, but it feels more organic to have those as additional modifiers.
-------.::.:: The Directional Buttons: ::.::.-------
These should be treated as more utilitarian than relying on the bulk of your abilities. Using modifiers like shift and alt can help expand your arsenal. Since these are utilitarian, it doesn’t matter as much which ones take priority (that is to say, which spells / ablilites to use that don’t require a modifier first).
These can include speed increases, and in my case, Death Grip.
I haven’t gone as indepth as I would like just yet, but if I had to speculate, I would think that other things like warlock summon, fel cookie, Lust, Bubble, druid forms, stances, etc. are all acceptable.
- Again, it’s hard to know for certain what would feel more natural. I think you could get away with some cooldowns being on this set, but is probably best to have it be an exception rather than the rule. Your main abilities should probably stick to the X, Y, A, and B side.
-------.::.:: Class-Specific: ::.::.-------
Unfortunately I’ve only had a chance to experiment with blood DK so far.
A is going to be your main ability. If you could only pick one ability to mash over and over again without worrying about resource expenditure, it should be this.
In my case, that is Heart Strike. (Or Jump, if that’s what you decided on, but I don’t know which is better just yet).
X is going to be another single-target ability. What it specifically should be I don’t know, but is probably less of a priority. So far I’ve tried having this be my single target resource expenditure. In my case: Death Strike.
B is to the opposite side. Again, what it should be is left to be determined, but Blood Boil seems to work.
Y is on top. I can either have this as Death and Decay (my AoE), or my interrupt.
I haven’t decided on which feels most organic. But I think that having your interrupt behind one easy to access modifier won’t be the end of the world. As long as you can train yourself to press two buttons at the same time without thinking.
All major resource expenditure, DPS cooldowns, such as anti-magic shell, bonestorm, gorefiend’s grasp, etc. are burried in modifiers, which is what I would deem acceptable.
-------.::.:: Healers: ::.::.-------
Upon writing this shoddy attempt at a “guide” i’ve had a speculative epiphany.
A healer’s main role is to heal. So that means their UI should focus more on healing abilities. Damaging spells and abilities can (and maybe should) be burried under modifiers. Same goes with other roles and hybridization.
Your role comes first and foremost when deciding how to organize all this.
TL;DR
this is what I’ve unpacked so far. There might be a better way of doing it, please share if you use this addon.