A Review of Midnight's current UI: A Promising Start That Can't Yet Replace a Legacy

Since I sadly can’t post on the Alpha Forums and I won’t necro an older post:

A Review of Midnight’s current UI (from the sidelines): A Promising Start That Can’t Yet Replace a Legacy

The early alpha for World of Warcraft:
Midnight has provided a welcome, albeit controversial, first look at Blizzard’s vision for the future of the game’s interface. The decision to implement core-level API restrictions, effectively ending the era of powerful, long-standing addons like Plater, Details!, and WeakAuras, is a bold and divisive move. While it is commendable that Blizzard is showcasing their in-built alternatives so early in the development cycle, the initial implementation falls sadly significantly short of providing the necessary tools for meaningful gameplay.

The Good: A Proactive Approach to a New UI Philosophy

For years, the default UI has been seen as nothing more than a base starting point, from where players could then adjust and enhance it through the community-created addons. Blizzard’s new approach signals a departure from this, aiming to create a more robust and self-contained base interface. I totally understand the reasoning behind it. The introduction of features like a native Cooldown Manager and enhanced buff trackers is a clear acknowledgment of the community’s needs and a step in the right direction. By testing these changes in the alpha, Blizzard is inviting feedback at a crucial stage, which is a positive and transparent move that should be encouraged.

The Bad: A Lack of Foundational Capability

The core issue with the current UI offerings in the Midnight alpha is their lack of depth and functionality when compared to the very addons they are intended to replace. These new elements feel like placeholders, offering a fraction of the customization and information that we have come to rely on and appreciate for effective gameplay.

Nameplate Functionality (vs. Plater):
The new nameplates lack the nuanced customization that Plater offered. Players can no longer easily color-code nameplates based on mob type for quick identification, track specific debuffs with visual and audio cues, or create complex scripts to highlight important enemy casts. While Blizzard has incorporated some basic “important cast” markers, the ability for players to tailor this information to their own needs is currently absent. This forces players to spend more time reading text in a cluttered environment rather than reacting to clear visual information.

Combat Data and Analysis (vs. Details!):
A significant point of contention is the inability of the new UI to provide comprehensive combat data. The argument that Blizzard cannot fetch its own combat logs from the server is simply not credible. Addons like Details! have long been able to provide intricate breakdowns of damage done, healing received, interrupt usage, and much more, all by parsing the combat chat log. For Blizzard to not offer a native equivalent that provides, at a minimum, the basic damage, of a damage meter feels like a glaring omission. This data is not just for chasing high numbers; it is a vital tool for self-improvement and raid strategy.

Aura and Cooldown Tracking (vs. WeakAuras):
WeakAuras has become an almost essential tool for tracking a vast array of buffs, debuffs, and cooldowns with unparalleled customization. The new Cooldown Manager and buff trackers, while a good start, are rudimentary in comparison. They often prioritize duration over more critical information like stack counts (as seen with Ignore Pain for Protection Warriors) and lack the flexibility to track non-class abilities like trinkets, racials, and potion effects. Furthermore, the inability to create custom alerts, dynamic groups, and varied display options (icons vs. bars) makes the new system feel rigid and less informative.

The Path Forward: A Call for a More Robust Foundation

While no one expects Blizzard to replicate every feature of these complex addons overnight, there is a reasonable expectation that their replacements should, at the very least, cover the fundamentals. The current iteration in the Midnight alpha does not yet meet that bar and we all know there’s only a limited time of development cycle left.

To bridge this gap, Blizzard should focus on the following:

Embrace slightly more Customization:
The power of the old addons was in their flexibility. The new UI needs to offer players more control over what information is displayed and how it is presented. This includes everything from color-coding and scaling to sound alerts and positional anchoring. Blizzard has already offered some of those changes now in the Alpha, which is a great first step.

Provide a Native Combat Log and Damage Meter:
The ability to review performance is crucial. A built-in, detailed combat log and a functional damage/healing meter are not just quality-of-life features; they are essential tools for a significant portion of the player base.

Expand Tracking Capabilities:
The new UI elements need to be able to track a wider range of effects, including trinkets, enchant procs, and other temporary buffs. The system should also allow for more intelligent display options that can prioritize information like stack counts over duration when necessary.

In conclusion, while the initiative to overhaul the UI and reduce the reliance on third-party addons is understandable, the current implementation in the Midnight alpha is a step backward in terms of functionality. It is a promising framework that needs significant development to become a viable replacement for the tools that players have used to navigate the complexities of WoW for years. The community is ready to provide feedback, but it is up to Blizzard to provide a more feature-complete foundation to build upon.

9 Likes

This post mirrors a big part of my own thoughts on the current implementations of the addons. I hope blizzard keeps at it.
For the most basic state I would love to see:
Damage Meter:

  • Basic Damage Dealt and DPS bars with numbers for total damage/dps preferably with the option of a total raid dps bar.
  • Point 1 but for Healing and Damage Taken
  • Options for Deaths, Overhealing, Mitigated Damage and dps over the entirety of a m+ run

Nameplates:

  • Options to customize which buffs are shown
  • Options to customize the color of the bar, color of the border and width of the border
  • Options to format health/power amounts

Cooldown Manager:

  • A close look at which buffs can be tracked. This includes dragonrage which is currently not included in the bar options despite being the main buff for devastation evoker where uptime tracking is even relevant.
4 Likes

Saw the new nameplates… wish you could put the buff/debuff on the sides instead of on top. For sake of clarity to stacking plates, it sucks that it’s above.

1 Like

There’s a reason plater has like 500 configuration options. Most people only have to change 1-2, but not the same ones.
Nameplates and raid frames will need a lot of work for people to accept them.

2 Likes

There are just so many base features missing you’d think would be prio 1 to add, like custom grouping/clusters, being able edit proportions of nameplates not just scale, widget customization, priority on certain trackers, transparency and fading customization, target based scale on nameplates, custom coloring, custom icons etc

Most of these are the very barebones of what stuff like cooldown trackers and nameplate addons do, a far cry from the mini-addon customization of a weakaura package with simon says instruction on a per boss basis, but even base functionality like this is missing.

Very worrying sign

https://www.youtube.com/watch?v=LGLAcL24DmU

Correct.

Blizzard is not known for keeping on working on same things for long time. They make and then move on to other things .

At the moment they are just banking on that they will throw things at community and community will accept it as it is . Even if the food is not cooked properly

1 Like

My first response would be agreement, but the more I think about it I feel like the community is a bit overreacting.
I still believe now that the safety net is gone blizzard will devote considerable resources to UI development.

That said, I’m going to watch the next RWF season and if I see a single third party tool circumventing encounter mechanics it means all of this was for naught.

I have an issue with this statement.
Because, yes, lots of players do appreciate it, but it’s not how the game is MEANT to be played. It was a situation that was created by those players as the catalyst themselves. The game itself was never supposed to be played ‘at its most effective’. That was never was WoW was about.

So I’m completely fine with not all aspects of addons that were removed, being replaced. Because why would we remove them then in the first place, if we just end up in the same place?

This removal is meant to provide a gaming experience that’s more true to WoW’s original concept. The min-maxing to obsessive heights that some players have engaged with for for years, has to be curbed.

So, will it be a bit different and not everything that we lose will be replaced?
Yes. And that’s a good thing.

3 Likes

No, they won’t. Blizzard has shown time and time again that their idea of “finishing a paint job” is to dip a finger in the paint, smear it on the wall once then send a message to the owner of the house telling them their walls have been painted, “that’ll be £5000 please and remember to give us a good review on trustpilot”

5 Likes

The community is always overreacting. The problem is that the community wants to over customize every little detail.

4 Likes

But why? Let me min-max if I want to.

Raids in Vanilla say otherwise. It was min-maxing from the beginning. Since the launch of Everquest to be honest.

What WoW was all about originally was about convenience and QoL improvements. That is what was so innovative with respect to its competitors in 2004.

If anything. Rolling back on addons is against the core principal that made wow so great.

Within the rules of the game, sure.
No longer should the game be altered to support your min-maxing.
That’s the important difference here.

That’s also part of it, everything has to be just so, i’ve seen people complain that debuff-icons were on the “wrong” side of a HP-bar, that’s microbiologist-tier nitpicking, sure, it will take a bit of getting used to the new UI, but people will get used to seeing HP-bars in a different colour and stuff…

3 Likes

Not sure it’s being altered to support min-maxing.

All that applies to really high end content that only the 1% do. Other than that its 100% a personal choice.

Remember. LFR raids dont have all the Mythic Mechanics. Neither do all the dungeons. And dungeons <10+ are nerfed really good. Good enough to not need any min-maxing at all.

Been there done that, wasted effort.

Because min maxing is fun and we play games to have fun. While I don’t tell you how to play, don’t tell me how to play.

I’m allowed to feel how I want to feel about this change.

4 Likes

It still has the basics. And those too have become overcomplicated and often gimmicky, mostly due to the existence of addons.

There is a trickle down effect to that, unfortunately.

I’m not telling you how to play. I’m telling you that addons that provided all kinds of edges in combat are and were objectively damaging to the overal game. So much so that Blizzard now finally is putting a stop to it.

And a substantial percentage of those types of addons exist because there’s a certain subset of the playerbase that feels this excessive need to ‘perform perfectly’ and ‘have total control over every situation’.

So while you indeed have every right to feel how you want about this change, you’re going to have to accept the truth that that way of doing things is over because it was damaging the game. Just because you thought it was fun, doesn’t make it okay.

The new nameplates are pretty much unusable for higher mythic+. Once the pull has started you can’t click on the nameplates because they bunch into an incomprehensible blob, the dot tracking is abysmal, and the mob names don’t even fit inside the nameplates when you make the font size something that’s actually readable so you can barely tell what enemy they belong to.

Good thing then that nameplate altering addons will be fine. :sweat_smile: