We Are DESTINY 3
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UI Visual Abilities

Ability HUD Evolution

Cooldowns move out of the screen corners and into a radial band around the reticle, so ability state is read peripherally instead of by looking away from the fight.

Ability HUD Evolution
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The idea

Destiny asks you to track four cooldowns while aiming at something trying to kill you. All four live in the bottom-left corner, which is the one place your eyes are not.

Moving them into a faint radial band around the reticle puts ability state inside the cone of attention you already hold. You stop checking and start knowing.

The proposal

  1. 1. Idle Band sits at low opacity, barely present
  2. 2. Charging Arc segments fill as each ability recovers
  3. 3. Ready A single pulse, then the segment holds bright
  4. 4. Spent Segment drains from the point of use outward

Why this matters

  • Ability state is read without a saccade
  • Cooldowns become spatial rather than numeric
  • The corner HUD can shrink to almost nothing
  • Works the same in first and third person

Explorations

Radial band at rest

QuietSignal 16 3

Recovery fill direction

QuietSignal 18 1

Ready-state pulse

QuietSignal 8 9