Experimenting with HP Bars

  • Hey guys,

    We're experimenting with ways to improve the readability of high HP characters in the game.

    For the version you're seeing, we've changed the HP bars to 200 and added thicker, darker ticks for 1,000 hp.

    This isn't final, but we'd love to hear your thoughts and ideas. As always, visual sketches are super helpful.

    Attachment 611104

    Latest iteration.
  • healthbarsruler.jpg

    How about something like this with half-ticks for 100 hp.
  • Here's what it would look like with 100 hp half ticks at high numbers.

    healthbarsruler1.jpg

    2k

    healthbarsruler2.jpg

    3k
  • Quote:
    Originally Posted by Jaawn View Post
    Can you show how it would look for someone with like... 3500 HP?
    healthbarsruler4k.jpg

    Here's Yorick with 4k

    Hmm... why on earth do all of the images here get compressed. Looks worse this way.
  • Quote:
    Originally Posted by The Star of Hope View Post
    I thought they were a little dark too, I'd already lightened them once, but as long as they convey the concept i'll leave that for anyone who wants to use it to play with.



    I don't think you'd look at the armour / resistance markers during a team fight, or count them (just as you wouldn't count the exact number of maximum health blocks). I'd intended them to be something you might glance at prior to an engagement to help you identify where the health track alone might be misleading, or who is highly resistant to whatever type of damage you do.

    EDIT: Thinking more, early on I care about level, and then once ultimates are available to everyone I start caring more about armour or magic resistance, depending on my primary source of damage. Maybe a way to toggle the level indicator to show armour or magic resistance in the circle would work, you'd also have exact numbers then.
    Good proposal, Star.

    Will pass this along to the artists as we continue discussions. Not sure we're ready to make armor/mr this super visible yet.
  • Quote:
    Originally Posted by ExaltedVanguard View Post
    Here's an idea!

    You could have a button which cycles health bars through "Real" HP and effective HP vs magic or physical damage, accounting for their MR and your current MPen stats.

    So for example:
    • ChoGath has 1000 HP and 100 Magic resist.
    • You have no MPen (I don't wanna do math right now).
    • 100 MR = Half damage = 2000 effective HP against magic.
    • By default, his health bar is red with 10 blocks.
    • You press the hotkey and cycle to magic damage mode.
    • His health bar is now purple and has 20 blocks.
    • If you buy a MPen item, he loses chunks. If he buys more MR, he gains chunks.

    Also, there would ideally be a dropdown in the options menu to finetune the functionality of the hotkey: "Show Effective Health Bars For:" <Enemies Only, Self and Enemies, All Players>

    This would also solve a lot of "hidden power" issues.

    On a (somewhat) related note, it would be nice to see an option for skill tooltips to display the sum of damage instead of the Base + Scaling. That way I can glance at it and see I'm doing 137 damage instead of trying to add 85+52 in my head (which is a lot more difficult when you're busy dodging skillshots instead of writing forum posts).
    Fascinating. This *does* make the hidden power more visible.

    I hadn't considered the ability to cycle through HP bar types. Might be confusing to a new player if they aren't aware of what they are doing.

    Also, this means the HP bars would need to support values up to 15k on a regular basis... (300 armor * 4k = 16k effective HP). That could be pretty intense.
  • Quote:
    Originally Posted by Krueger 404 View Post
    There are some good things and some bad.


    - The 1k Marker is great. Really works.
    - The 200hp Marker is correct for higher health.
    - There should be a visible 100hp Marker for lower health.


    The problem that you face is that while at low health, you really need to be able to see the 100hp Marker, at high health it becomes annoying.

    To solve this issue you first need to understand why it is annoying.

    At higher health, you no longer look at the marker itself. Instead what happens is you start to see blocks of health.
    This is crucial to realise. Its the reason that you can't have the 100hp marker disappear as you gain more health. Because its not the marker you see its the block of health. One block of health needs to always be a certain value. Always.

    In which case the solution is actually relatively simple:
    - You need a 100hp marker which doesn't actually segment a block of health.

    We then combine this with a scaling marker size in the x axis. Meaning as the number of markers increases the width of the markers shrinks proportionally. This makes the 100hp marker ignorable at higher health. But clearly visible at lower health. Meanwhile the 200hp markers will always be visible because they physically segment the health into sections.

    Examples of this are shown below:

    Attachment 611836
    A champion with a little over 400 HP

    Attachment 611837
    A champion with a little over 800 HP

    Attachment 611838
    A champion with a little over 1600 HP

    Attachment 611839
    A champion with a little over 3200 HP
    This has some solid potential. Nice job.
  • Quote:
    Originally Posted by RA Helgrind SC View Post
    I really like the concept of the new health bars. The changes are great but will be hard to get used if you do not include the 100 hp ticks. If you are making these change to the champions health bars can we expect to see something similar implemented on minions or neutral camps like "Drake" and "Baron Nashor"?
    I'll try it out. Drake and Baron health bars might need more work, or need to be on a different scale than champions.
  • The next PBE push will have this entire system, along with Loss of Control, disabled, as we are not pushing those features in the next patch.

    You will have your 100 hp ticks back.... then after we patch, we'll go back into Petridish Beta Environment mode.