I've been ranting about UI issues lately, and the main point is to find ways for relevant game information to come out of the clutter and into our minds during combat. With so many opaque visual spell effects and other things happening in battle, it can be next to impossible to see triggers and combos that are relevant to your character. Ideally, we can find a way to do this without ruining "immersion" too much.
Picture a battlefield with a group of allies and enemies. Now picture all the visual spell effects going on. At one place, there is a giant ball lightning moving slowly in a blizzard. You see blood splurting all over the place from the ball and one of your ally fighters is standing right beside it, beating on something. Turns out it is a tripped mage! And to think you had the perfect skill to use on him but there was no way of telling.
Or maybe your abilities combo with a "chilled" or "on flames" debuff. Whatever condition it is, you want to know when the enemies have it, and don't necessarily care about all the other ones as much.
We could take this a step further. Maybe you really want to know when the enemy has "reduce incoming damage by 30%" spell on, but don't care about their "reduce incoming damage by 5%" spell.
The main problem is that there are so many visual spell effects and conditions that don't affect your decision making, and they all stack and overlap. This is why we can't rely on default spell effect immersion alone to properly control your character in a competitive PVP environment.
I solved this issue in WOW by using a nameplate addon called "Plater". This works well for small 2v2, 3v3 arenas and even the 15v15 battlegrounds. The 40x40 BGs still work but I admit that it starts to feel cluttered.


It took me a very long time to set up. Too long. I had to manually add each spell I wanted, from each class and spec. This is the love/hate relationship with addons.


Ideally, I would want a setup like this for 2v2 arenas and small battles.
It was a long and gruelling process to get this addon configured to my taste.
However...
Now I can clearly see when they have their defensive and offensive cooldowns up. I can tell when my bleeds are on them. I can clearly distinguish between allies and enemies. I can easily tell what class they are, whether or not they are in combat (important for a rogue), and see what they are casting and how long to finish. I can see their HP bar clearly. I can time stuns with a diminishing return tracker.
Now, I am not saying that AoC needs to do all this. In fact, I hope that they can find a better way to do what I am attempting to do. I am simply using some addon I found as best I can. For sure having the ability to adjust size/position/colour/triggers/opacity of anything nameplate related is key.
Nameplates probably aren't the best place for all this information. Sure, some important information isn't conveyed through visual spell effects, but for those that already have the spell effects, why not utilize them? Oh right, because they are hidden behind other spell effects...

Well...
What if we had the ability, in the game UI, to "highlight" specific spell effects. You could click the "tripped" button and then when a player is tripped, they become highlighted on the battlefield in yellow. Or when they are "bleeding" the blood is highlighted.
Or maybe you could assign "Draw Order" to each visual spell effect. If I put bleeding on 1, shield wall on 2, ball lightning on 3, etc. Then if all 3 visual spell effects are overlapping, the blood will show on top and the ball lightning will be behind.
Or we can assign "Transparency" values to each visual spell effect so that the important ones pop out at us.
To be honest, I don't really want to rely on nameplates for all of this information, as they just block more stuff. Ideally we can get it through the spell effects that already exist for the most part.
There are probably LOTS of other ideas out there. Do you have any?
Realistically we all have different preferences, so the ability to adjust the UI is very important. This is definitely an issue that needs to be resolved if we are expected to time dope combos on mofos in the middle of a battle and feel like super stars, highfiving each other and cheering and grinning. Hopefully something to explore in Alpha 2?