Originally Posted by gornova
A key point for DO2 success (IMHO) is design elements on screen: everything should be easily recognisable,
It's called semiotics.
And yes, this can make a huge difference. Best semiotics I have ever seen in a game was in City of Heroes - check out the explanation
. Even if you've never played a certain class, it is clear what is a single target attack, what is an area of effect attack, what is a buff or a debuff, etc.
An example of bad semiotics would be WoW. "Facemelt"? What does the "puking murloc" power do? And then icons get reused for different powers.