It's bad idea to judge a tool by the user. Just because people tend to be satisfied with baseline Elv and choose not to modify it doesn't mean that Elv isn't a powerful tool. As I mentioned previously Birg's UI could be remade in ElvUI pretty simply. After looking at Kait's UI a very good portion of it could be redone in Elv as well (but it would require external addons for specific parts). Judging by your post I had assumed that you may have made some UIs along the lines of Kait as well, but when I went back and looked at your UIs I realized that they can all be redone in Elv as well. I'm not saying all of these amazing UIs would be quick or easy, or that their wouldn't be BETTER ways of doing it, but hating on Elv because it requires a little bit of extra work to do something it's not designed baseline to do is like hating on Weak Auras for not having a function built in which forced you to make a custom trigger/function. It's not the tool that's broken, nor is it the framework. It's the user.
As a whole Elv UI has drastically improved the ease of making a UI and positioning your various UI elements in a readable fashion for the vast majority of the player base who don't have the time nor the patience to bother configuring their 30 addons over the course of 8-16+ hours just for them to break again with the next biggest patch. It does this job insanely well, and it rarely breaks because it's development and service team are amazing. It's also one of the few addons usable which enables you to make various facets of your UI match, which is a huge part of why I use it (plus it looks better than Aurora imo).
What should I do with the player and target unit frames? They feel wrong :/
imgur com/KrLoExQ
Also, nitpick to your hearts content
Just found out people actually have different UIs for different characters. What
Since you're using grid you have your playerframe there already so (in a raid) a playerframe is not really necessary. Target frame could then go above grid to the left perhaps?
Also if you usually play that zoomed out then the names above the units are pretty pointless since you can't make out the text from that distance. Try nameplates instead!
Strictly speaking on the designing aspect:
I sorta agree with Snichy. I get excited every time I see a new post with the title "Check out my UI ". That's my chance to learn from the community and get inspired. However that rarely happens because 8 out of 10 times it's the same health bar , the same rectangular raid frames. Maybe the texture is different this time, maybe the font is something other than pixel fonts or maybe they're placed in an interesting location. But over all, it's still the same boring health bar, same horizontal cast bar...This happens because most people use the same tool ( in this case, I guess it's ElvUI) to relocate each UI elements :P.
Still, I don't see anything wrong with using ElvUI as a base and build on it. Not all of us are coders or have the time/interest in learning LUA. As for me, I do write a small portions of my UI layout. However, I do not ever ever want to "reinvent the wheel". If I see an add-on out there that does exactly what I want, I will start using that add-on right away. I tend to stay away from using add-on that offers too much options like weakAuras, STUF, Raven.... It's not that I dont want to learn but rather I hardly use 10% of its capabilities.
I always use the same add-on(s) written by Haleth and Zork as a base of my UI. Things like action bars, mini map, chat, buffs aren't likely going to change much with every patch updates. And these author's codes are so well-written; they're easy to read/understand and modified to reflect changes within the current patch. My unit frames are oUF (<--shameless plug).
When it comes to my UIs, I like a minimal feel without being completely minimalist if that makes any sense? I've been playing with my UIs since Vanilla back when Discord Unitframes were the shit (still probably better than ones now a days, but was a huge memory hog). I'm also a little traditional in how I make my UIs as well.
I like my horizontal cast bar. I like my simple rectangular health frames and raid frames. I make my UI to be clean, highly functional, as unobtrusive as possible, and overall show as much information as possible without screwing it all up. This is my UI:
Now some may look at that and say "lol elv ui" or some shit because it has some similar things. However, every single addon was downloaded with their default settings and I changed every single thing to my liking. I'm not saying this to get attention, I just hate when people assume it's made from something else because it kinda sorta looks similar.
I used to be big in the UI game during TBC and wrath. I eventually found a UI over years of tweaking that I like and I use it. It might not be "innovative" or "flashy" but it works, and I organized and customized it to my liking.
I have my Hunter UI and a Healer UI. Then I have a mess of actionbars for other alts because I'm too lazy to make all the WeakAuras for them. Then I get mad and fed up with leveling my alts because the UI sucks but I don't want to put in the effort of "completing" their UIs.
My current Setup : imgur dot com/4nzqaxt
Comments and/or Criticism welcomed
Changed some things around in the last few days and I think ive got it to the point where its perfect for me. I'll probly change something again in a few days/week but that's just me :P I like change.
Also, like Birg said i use a completely different UI when i play my Resto Shaman (Hexxtra's UI). Some are just better then others for certain class/specs. And who gives a damn if everyone uses ElvUI? it's a fine UI and has almost everything you need to play. My 2cent.
MW Monk - Bilgamesh
Resto shaman - Hexxtra - UI on Wowinterface
Holy paladin - Kaytemoss - UI on Wowinterface
Very interesting design question that pretty much any healer designing a pve oriented UI with centered raid frames faces
I could go on for hours about it but here's a few thoughts, hope it helps!
Player unit frame
1. Information - You actually don't need to display your player unit frame... at least not all of it. The only information that you need from there is your mana since your health will always be displayed on the raid frames anyway and you made the good decision of not polluting your raid frames with energy bars
2. Positioning - Placement is about prioritization. There's only a limited space around your raid frames with a lots of info that you probably want to display around there (Offensive and defensive CDs, cast bar, boss timers, procs, important buffs and debuffs etc.). I used to think that mana was a very important info to track at all times as a healer which is why I had it so close to my raid frames in many version of my paly UI (like below in Dragon Soul)
But I think I was wrong Mana is obviously important as a healer but a few glances here and there during a fight will usually be enough to get you through any kind of content. This is why I would recommend to put it at the bottom center of your interface (as I did on my latest healer UI). I found out though it was useful to add a sound or visual reminder of when I go under 45% mana to prevent going in mana burning mode without noticing.
3. Design - You can design your standalone mana bar several ways, whether it's by tweaking whatever unitframes addon you're using to display mana only, making a full custom one in weakauras or using vuhdo.
Target unit frame
1. Information - As a healer, I don't think you need much information on your target unitframe really. It's obviously a matter of personal taste in the end but I found out that my target's name and it's health % was pretty much the only information I was processing during raid fights (cast bar, alternative energy bars etc. are usually displayed somewhere else).
2. Positioning - I would say it depends a lot on your healing style (and somewhat on your class).
If you're using mouseover macros to take full advantage of the whole targeting/mouseovering playstyle (which I think is by far the best) you'll want to have you target info displayed close to your raid frames. If you're only using clique or vuhdo's mouseover, your target is actually quite irrelevant anyway so no need to clutter your raid frames with that info.
3. Design - Obviously depends on the info you'll decide to display in the end... What would fit your UI really well imo is the kind of text design Jhazrun has in its UI, which I copied shamelessly in my shaman UI
May all your heals be crits!
P.S. sorry for the wall
MW Monk - Bilgamesh
Resto shaman - Hexxtra - UI on Wowinterface
Holy paladin - Kaytemoss - UI on Wowinterface
After having seen a few different setups from you I gotta ask: do you use these to raid??
I couldn't get my head wrapped arround such a hardcore minimalistic UI. No raidframes, very light colours etc.
Don't get me wrong, I admire it for its beauty, but I could not imagine raiding at full efficency on this.
ArkInventory (not shown)
Bartender4
Carbonite
Chatter
MoveAnything (to put the unit mouseover tooltip to the left of the map)
SexyMap
Simple Holy Power
Shadowed Unit Frames
TidyPlates
WeakAuras
WIM (not shown)
I think that about covers it. I like simplicity and ease of access of information, and a lack of clutter.
Last edited by tss; 2014-03-01 at 04:28 PM.
I make different UIs for each character. I think that's a fun way to experiment with new ideas without constantly changing the UI on my raiding main, which could be disruptive to my raid performance (well, I do constantly change my main's UI but only in subtle ways...my alt UIs tend to be completely different).
That is not dead which can eternal lie.
And with strange aeons even death may die.
Yes, believe it or not but I actually raid hardcore with UIs like this so I always have to let functionality come first.
Raidframes are only shown in a raid, and light colours are fine as long as they're complemented with a dark one.
Yeah, no idea why I haven't thought about it before.. trying to make 1 UI work for all classes limits so much creativity!