Since the launch of the game, it's been hard to see how much health a champion has. We've revisited our assumptions in what information needs to be clearly conveyed to players and updated the champion health bars to handler higher health.
Here you can see how the original health bars worked:
Once Amumu passed 3,200 health, the notches stopped increasing and it is very hard to count how much health an opponent has.
Here, Amumu is modelling the new health bars:
When you cross the 1,000 health threshold, a full, dark tick now appears. This makes it easier to see how many thousands of health your opponent has.
While we tried many, many iterations, we chose this one because it balanced between familiarity (no need to re-learn what 1 tick means!) and clarity past 2,000 health.
Xel gotta say, you always seem to be in a good mood even when people are given you **** xP
People are passionate just because they care. I'm sure someday my dark past, full of secrecy will come to haunt me, as the black magics I researched come to light...
Then we'll all throw a huge party, because life is awesome.
So what exactly does a "Wizardlock, right hand of the 7th order of obsidian blackfire ebonstone dark Witchlords" do at Riot?
Mostly ogle at Jeff Jew's abs.
In between that and meetings, I use my dark powers of sorrow detection to isolate and eliminate issues afflicting players across the game.
Squire Statikk and his FeralPony handle many of the balance issues, so I tend to focus on cross-character issues, like helping players better understand that they are stunned.
I like the change but I can't really tell if this is a troll or not. I mean what sort of serious person working at a company that makes lighthearted games would have a title like that?
To help with the concern of what an empty bar looks like, when the bar is drained the thick black lines should turn white (Over the missing health portions)
Then you keep the clear indicator of how much total health the champion has and can easily judge how much that sliver remaining represents.
That's actually a pretty neat idea. I'll ask Xelnath to test it out come Monday.
Improved health bars, coming soon to a league near you!
Since the launch of the game, it's been hard to see how much health a champion has. We've revisited our assumptions in what information needs to be clearly conveyed to players and updated the champion health bars to handler higher health.
Here you can see how the original health bars worked:
Once Amumu passed 3,200 health, the notches stopped increasing and it is very hard to count how much health an opponent has.
Here, Amumu is modelling the new health bars:
When you cross the 1,000 health threshold, a full, dark tick now appears. This makes it easier to see how many thousands of health your opponent has.
While we tried many, many iterations, we chose this one because it balanced between familiarity (no need to re-learn what 1 tick means!) and clarity past 2,000 health.
What do you think?
"A different view..." - Kha'zix
However, let's not derail a UI discussion with a balance one. Thanks
Thanks Hercules.
Here ya go.
Then we'll all throw a huge party, because life is awesome.
In between that and meetings, I use my dark powers of sorrow detection to isolate and eliminate issues afflicting players across the game.
Squire Statikk and his FeralPony handle many of the balance issues, so I tend to focus on cross-character issues, like helping players better understand that they are stunned.
Then you keep the clear indicator of how much total health the champion has and can easily judge how much that sliver remaining represents.
Make it something like a ghostly shade of gray? See where that gets us.