In Defense of Action Bars

So, there hasn’t really been a lot for me to write about in terms of good UI’s, so I’m going to turn to a much less popular feature and beat everyone over the head with my thoughts on UI layout and customization. I’d like to start with action bars, since they’re typically the first thing to go in any UI, and I think they have a lot of value which is replicated in other addons where it’s truly not necessary. This is a picture of one of my action bars, using the mod Dominos by Tuller, the Caith skin with Button Facade by jjSheets, OmniCC by Tuller, and RedRange by Iriel (although RedRange is not displayed in the image).

I thought I’d go through this systematically, explaining why ABs are generally superior to their alternatives, with unique reasons why they are preferable.

The Basics

The basic reason to keep your ABs visible is to answer one question: “x skill, can I use it?” Some people may say that you should keep ABs visible to click, which I think is pretty much a load, but some people do that. Because I view clicking as less than optimal, and I’m trying to min-max my UI, I won’t address that issue any further than I already have.

There are several factors that influence if a skill can be used: conditional usage (i.e. overpower, execute, hammer of wrath), power requirements (the rage/mana/energy needed to use the skill), range limitations, and cooldowns. Because spell/skill usage is the cornerstone of the game, knowing when you can or cannot use a skill is absolutely important. I want to go through each one of these and talk about alternatives to the action bar, and why I think the action bar solution is superior. But first, let me tip my hand a little.

While each individual solution to skill conditionals may be “superior” in a vacuum, they are by no means superior in the aggregate. In other words, Action Bars are better at displaying all conditions for usability than the four alternatives combined. While it’s seductive to use the alternatives as your only means of information display, the total venture will be a net-loss for your playability. This comes with a caveat, which I will address at the end (I should really do teasers for television, what with my ability to tell you what I’m going to say without saying it!)

Conditional 1: Power

This is the most common of the four conditionals, especially if you’re playing a non-mana using class. If you don’t have the adequate rage/energy/mana, you cannot use the skill even if the other conditions are met. In the image I posted above, power is indicated by lightness of the icon – if the icon is dark, I cannot use the ability. The alternative display method is obviously your unitframes. At first glance, the unitframes are an attractive option for displaying power conditions, because you’re almost always looking at your unitframes during combat. However, they come with a significant drawback: they don’t actually tell you if you can use the skill, they simply give you the first piece of information you need to figure that out.

Now, this drawback is not nearly as bad as I make it out to be. Obviously any caster is going to be able to approximate the amount of mana needed to cast a spell, and the ONLY scenario that they would need the action bar for power-checking is in low mana situations. Rogues are also in a similar position, because energy gains are static outside of the occasional combat potency proc.  Warriors, on the other hand, are a completely different story. Because warriors gain rage at a variable rate, depending on damage out and damage in, and are constantly draining their rage bar to near-zero, the icons are a much better “quick” reference than having to display rage numbers and dissect their meaning.

Conditional 2: Range

The case for range-checking on action bars is much easier than power, because spells have different ranges. PitBull’s range checking is great if you’re only casting one spell with a static range, but not if you want to cast multiple spells with a differing ranges. For example, on Aran an Elemental shaman would want to use their shock range as the deciding factor for range, while on Prince they would want to use lightning bolt at max range. Obviously the nuances in range can only be achieved by the AB, which can tell you the range on both.

Conditional 3: Conditions!

The alternative to condition notification is probably scrolling combat text. Since I’ve raided as a warrior more than anything else, I can attest to the level of annoyance at seeing “EXECUTE NOW” flash across my screen in the largest and redest letters imaginable. This method is fine for something like execute, because once you can use it one time you can continue to use it all the time. Revenge and overpower, on the other hand, require a constant monitoring for mob dodge. Of course you can see the same message over and over again, but the solution of icon highlighting on the action bars seems significantly more elegant.

Conditional 4: Cooldowns

Cooldown bars are stupid. There, I said it. Cooldown Buttons are even stupider. Action bars are always the better option here. First, they display the global cooldown, which is very very important for spammy classes like rogues. Second, you don’t have to play the “search the giant list for the one cooldown I need, only to find that it’s not there, but maybe you missed it” game. If rebirth is always 3rd over on AB, then you only look at the 3rd button and know immediately a) if it’s ready or b) how long you have to wait until it is. It also shows interrupts without spamming every skill you have in some ridiculous bar list.

lol, wut?

The point isn’t that conditionals on ABs are better than MSBT conditional announcements, because that ignores the added functionality of having everything you want to know about skill usage located in one place. That’s the key difference between having an awfully cluttered UI and one that gives the information you want succinctly and in an aggregate fashion. Just think about it: there is one determination you want to make – “can I use this skill?!” Does it make sense to look at 15 different places on your screen to determine that information? Hell no! It makes sense to look at once place on your screen and be done with it.

10 Responses to “In Defense of Action Bars” »»

  1. Comment by Ephe | 06/30/08 at 7:52 pm

    “Cooldown bars are stupid. There, I said it. Cooldown Buttons are even stupider. Action bars are always the better option here. First, they display the global cooldown, which is very very important for spammy classes like rogues. Second, you don’t have to play the “search the giant list for the one cooldown I need, only to find that it’s not there, but maybe you missed it” game. If rebirth is always 3rd over on AB, then you only look at the 3rd button and know immediately a) if it’s ready or b) how long you have to wait until it is. It also shows interrupts without spamming every skill you have in some ridiculous bar list”

    I agree with many of your philosophies normally, however when you are looking at a minimalist UI, most of the buttons are hidden, I have quite a few cooldowns I use between a hunter and a pally that I have no on screen button for and are just bound to keys. I use Cooldown Buttons with a filter for this purpose, usually framed right above my single actionbar.

  2. Comment by Ajuga | 06/30/08 at 9:54 pm

    I do agree 99%. In few cases these alternative methods can show _enough_ info. As a hunter I have Mongoose Bite; A melee attack that can be used 0-5 seconds after I dodge. I use an SCT (which is not spammy) to show this. It pops up, moves, and fades away after exactly 5 seconds. So I know when it’s ready, about how long I have left to cast it, when it’s not ready – and as a bonus it only takes up space if available. I even have it macro’ed with my other melee ability (Raptor Strike), so I’m sure it’ll go off when I’m in melee if available.

    All in all I believe I have “enough info shown”. Which is how you choose what abilities wont be crippled by only showing one or two of the 4 conditionals (check saeto’s article). Stuff you have on a hidden AB might go well on a CD bar instead etc.

    Also I use a neat little trick:

    BT3Button73:EnableMouse(false)

    Running this code for all your ABs will make them “click-through”. This is of course only neat if you’re not a clicker.

  3. Comment by Led ++ | 07/01/08 at 11:16 am

    As a rogue I have the advantage of knowing when I’m in range, plus the energy cost is all in my head. Therefore the only thing I use em for are cooldowns. Which indeed are way better and cleaner then bars/borders.

    AB’s are not something I want to have visible constantly either as it would draw my attention away from the UF’s and the actual environment around me. Therefor as seen in my latest Lyn UI you highlighted, my AB’s (well 1 only tbh) is just centered at the bottom. It might be old fashioned but it works.

  4. Comment by Raizin | 07/01/08 at 12:08 pm

    A little question : why Dominos ?

    Bartender4 shows range indication and allows more options.

    If you speak french : http://forums.jeuxonline.info/showthread.php?t=905569

  5. Comment by Led ++ | 07/02/08 at 2:32 pm

    That’s the main difference between dominos and Bongos or Bartender. They have alot of features indeed, but why do you want them if you dont need them?

    Dominos is very basic and lightweight and for my UI’s it’s all I need as I dont mind range and stuff like that.

  6. Comment by p3lim | 07/02/08 at 3:56 pm

    I play a Rogue and a Druid, Druid beeing a tank.

    I know all the power requirements in the back of my head, like Led said, so I use powerbar and a cooldown monitor, and its much cleaner in my eyes.

    Sure, if youre new to the game, actionbars is kinda the only way to go, but for a more experienced player that knows its class, Its not a high priority.

    As a Druid tank I just spam stuff accordingly to my cooldown monitor, only thing I watch there is Feral Charge, Mangle and Taunt, rest I can determine through my power bar.

    Kinda same as a Rogue, I know my values, and I use cooldown monitor to determine if I can use a skill or not, which is more effective and better for the interface. But again, might just be me :)

    When Im not in combat, why should I have to look at x numbers of buttons?

    I use oBindings with a custom setup for my keybindings, and I would never go back to using actionbars, unless I play a class I have never played before *cough paladin cough*

    My 2 cents :)

  7. Comment by Led ++ | 07/03/08 at 7:26 am

    Well the reason I use a static actionbar with my CD’s is just purely because it’s always there, always the same in and out of combat.

  8. Comment by Shishigami | 07/04/08 at 2:13 pm

    I think that for any druid, some other form of CD besides the action bar is very useful since I dont have bars for my Cat and Bear form showing in Caster form (and vice versa).

  9. Comment by Lopa | 07/04/08 at 5:10 pm

    “Cooldown bars are stupid. There, I said it. Cooldown Buttons are even stupider. Action bars are always the better option here.”

    I disagree, and this is something my mind won’t budge from. ;)

    I prefer to keep up Cooldown Buttons rather than leave my skills in an action bar because with my UI on my priest, I have no action bars on save for a single row for mana pots, bandages, noggenfogger, levitate, a place for clickable quest items, random funny macros to use… Other than that, no action bars. I use BindPad for 99% of my spells, macro, and mount stuff. I make room for my UI mostly for Grid, and the way my screen is setup, I need all the room I can have for them healthbars for whackamole healing times.

    Cooldown Buttons is definitely a lifesaver here so I can tell when is the next time I can pop my Shadowfiend, my trinkets, etc. Cooldown Buttons is easier for me too since I put it up around the top corner for a quick glance instead of searching around the bottom.

    Of course, this is just how I play. It maybe of no use to you, but it is certainly not stupid, since it does serve its purpose and a viable option to those who prefer to not have any action bars (not even in combat).

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