Preseason Healthbar Update

Hey folks, as part of preseason, we’re updating League’s healthbars and I want to give you some conte- Wait! You don’t have to relearn anything and you’re getting some new toys. **Y Tho?** The purpose of the health bar is to give players the information they need to make tactical decisions—who they can kill, who they should run from, etc. With this update, we’re adding more tools to help teams coordinate attacks and play around important timing windows (please stop hitting the Rammus when Defensive Ball Curl is up). A general rule is that the more impactful a mechanic, the more visually notable it should be. League has a few massively impactful mechanics that are basically invisible: shreds, defensive buffs, auras, and more. Others like extra life would benefit from standardization and clearer visibility. In order to create more interesting tactical choices for players around these systems, we need to communicate them better than they are on Live. The difficulty of League of Legends should stem from making the right decisions, not battling the interface. This is just the beginning—we plan on following up with an additional batch of features including heal over time, damage over time, and more. Visually, we’re all used to what’s on Live, but there’s a big disconnect between what we as players know is a big moment and what gets displayed. We want to start bridging that gap beginning with new supporting animations on events like burst damage and tower destruction. **Show Me What You Got** Champ Burst Old Version for Comparison Heals Moment of Death - Structures Invulnerable Defense Up and Armor Shred Extra Life / Unkillable Themed ammo Non-champ bars **Sacred Minotaurs** Rest easy, we are going to great lengths to ensure that we don’t mess with actions where you’ve built up lots of muscle memory and mastery around, such as last hitting or objective takes. In the new system, lane minion healthbars are identical to live and objective healthbars (red, blue, dragon, etc) are the same width. Colors are generally similar as well. How much health a player has should **ALWAYS **be instantly readable and we are intentionally not showing some of the bigger moments on your own healthbar just to play it safe. A note about noise: The health bar is not the buff bar. We value an uncluttered game space as much as you do - for example, many of us play with names off. Additions to this space are mainly high impact and low uptime. **Your feedback is important, especially in a few key areas:** - Does last hitting feel the same? What about jungle takes? - Do these identifiers show up responsively enough and clearly enough to understand and react to? - In what situations do you most notice the changes? - Thoughts on additional moments to amp up through animation?
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