There is something I don't quite understand.
We all know the 'tiny icons under a boss' is super-confusing to newcomers and Anet has a habit of hiding important information in there in a tiny icon few people notice. The Knight fight for example.
When the fight starts, there are very few icons, one that clearly says 'condition reflect' and no conditions stick to the Knight. That works, for the most part: the only way that could be improved, visually, is by having the UI more responsive, like having the actual condition icons you apply to the boss boilerplate physically bounce off and drop down to your own boilerplate, or something like that.
Boss hits 75% (why there are no quarter-marks on HP bars I do not know), phase change. Suddenly, all those condition icons stack, but I'm not clear on two things:
Condition Crash. "Power level lowers the more conditions are applied to it". By power level, I'm assuming they mean how much damage the boss is doing? Is it the boss's speed? How much it's AoE stop does? This is really vague.
Condition Counter. This little red shield counts up as people apply conditions (?), and... what? It says "tracks the power level of each mode", but again we're not told what "power level" is, or what the value range even represents. Is higher better, is lower, what's the cap, what does it mean if it sits at 50?
There's so much going on in the GW2 UI, that it kind of undoes the nice and minimalist thing they have going over most of it. I *adore* the GW2 UI, warts and all, because it's clean, functional, and shows me everything I need to know - though sometimes I feel it shows too much. Those condition markers could surely be simplified into just three, the three representing three "groups" of condition types, and they fill in, or number up, or something, as players apply the required amount.
I've been wondering what steps could be taken to clean up the information overload, which bits could be simplified into a single icon, or arrow system like GW1 had for buff/debuff, which I always thought was rather good: if your up arrows are more than the down arrows, you're good. The 'tug of war' thing. Also, would it be useful to have a tiny window that opens when you start applying conditions, that shows only your own conditions? I'm undecided on the value of that.
On a side note: I've also been working half-heartedly on a "guide" to playing GW2 like a traditional MMO, basically forcing using certain weapons until X level so you don't have access to new weapon skills until a higher level, which utilities you can buy when based on level, all with the goal of "stretching" the game out so it matches the pace of conventional MMOs that dole out skills at a ludicrously and artificially slowed rate.It might account for my sour mood: because it feels so dirty. Like taking the nicest thing you can find, and making it ugly on purpose.