Future Feature Discussion: Loss of Control Indicators

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Riot Morgageddon

Player Support Tech Specialist

01-07-2013

Please look at the poorly done MsPaint representation of a few ideas that I modified from reading the last twenty pages.

The icon is straight off of Fiddles' kit: Terrify. Thanks to MSPaint not having transparency, I just inverted the color of the image part way down to signify a meter bar decreasing from top to bottom. This icon represents 'Fear' from my previous postings of the CC types and icons to display when a champion encounters them. Hopefully the player can recognize the effect from the picture alone and the time remaining from the decreasing bar.

If not, I added in two more options. The first is a very blunt "FEARED" that may remain lit for as long as the effect occurs. It is located slightly off center but above the main channel bar, as shown above. Lastly, I added in an additional channel bar utilizing a different color to show how much time you had left until the fear was removed, in this case, 3/4ths of the remainder. Perhaps the color could change based upon the CC type (requiring seven distinct colors) or any combination of the three.

This isn't meant to detract from the previous idea of a CC bar directly below the mana bar, with symbols on the opposing side as your champion level, rather just to create something off of the want for larger and more visible symbols/icons/effects.

Any comments/thoughts/ideas?

Yes, no one there can possibly fear Ezreal but it was the best picture I could find on short notice...haha.


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MechaMacster

Senior Member

01-07-2013

Didn't read all the player comments, but read all the red posts. I for one think slows are portrayed well enough right now with the orange "wake" effect. I believe in the less is more philosophy of a UI, but although sound effects and visuals are useful in 3 v 3's and the likes, I think the status bars on the screen of the cc types would be beneficial in a teamfight where there's lots of sounds and visuals going on all over the place. I also think showing the hard cc's duration first then trickling it down by importance would be great for stacked cc effects.


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kflscauter

Junior Member

01-07-2013

If colors are used, eventually you can not memorize 20 colors.
In the lower part of the life bar then appears indicating the status icon with a timer, as well as summoners spells.

In the status bar on the character, may appear a small icon and a bar divide by seconds and take priority "hard CC".

That has a text chat that states the type of character cc ​​as affection, only those who have the vision range
The giant effect text can be changed to smaller


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Vakabiel

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Senior Member

01-07-2013

I'd like to see the area in the circle where it shows your level (next to health bar display an icon for what time of CC you are under and then the timer can be displayed as a overlay gradient filling up that area. Once the gradient overlay fills up it switches back to the number of your level.


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Geekrose

Senior Member

01-07-2013

I don't really think this is much of a problem, every champ either has a 1 second cc of some sort, except for a few. And the champs that do have 3-4 second cc's everybody knows about and consists of about two champs. It's not like DotA where there are a lot more varied time cc effects.

Also another point to raise, if we introduced a "time remaining until cc wears off" feature, it'd be a kick in the balls to go up against champs like Nunu and Galio which their ult cc is reaplied every .2~.3 seconds


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Peffern

Senior Member

01-07-2013

Could low-health allies or enemies maybe have some sort of small indication? This would potentially make split second decisions (for example Karthus' Requiem or Shen's Stand United) a little easier to make on the fly.


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Peffern

Senior Member

01-07-2013

Quote:
Originally Posted by Raptoreyes View Post
The players order above is ok but a better order would be the following.

suppress > charm> stun> fear/terror> root > silence and slow

The last two are switched and Charm through terror are combined. Charm should be ahead of stun because it typically makes you walk back into the danger zone which are extra steps that need to be reversed after the charm drops which stun does not apply. Fear and Terror do not give directional control and are random in that way so are less threatening then the predictability of a charm or stun. Silence and slow share space as the last things to be displayed when every other effect is NOT present on the target. This priority list would be more realistic as to what can get you killed. Slows tend to be far less dangerous then a root mainly because even slow movement early on gives you some progress toward you tower and relative safety but root is a full stop.
Um... charm is sometimes used as an escape mechanism, and in that case it would be not as bad a stun to get charmed as at least you still gain some movement towards them. Also where do blinds rank on your scale?
Finally, is there a difference between blinds and disarms? If you attack while you are blinded does it proc on-hit effects? Does it still proc manamune?


EDIT: double post, my sincere apologies


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CommandShockwave

Senior Member

01-07-2013

Here's a few suggestions.

1) Pathing markers - When you click to move and the four arrows animate, I suggest leaving a small circular marker (not necessarily a solid dot, but a detailed "designer" dot :P) on the ground to indicate where the destination is. This marker would change colors depending on forms of CC active on you.

Ex: Clicking for your life to escape a failing teamfight and you accidentally move your camera too far and lose sight of your champion. While spam clicking you see your destination marker on the ground change from green (normal) to blue (slowed) and realize "oh boy, looks like singed gooped me".

PS: This could also be used to tell whether or not your pathing destination is inside a bush or not. Because honestly, it sucks accidentally taking that 1 extra step and giving away your position. (Have it turn a lighter shade of the current color when on the ground in a bush)

Pros:
- A secondary way of conveying CC information without actually needing to have your champion in view.
- Uses an area more commonly focused on during play. (It's safe to say you spend more time looking where you're going/clicking than you do looking at the buff bar below)

Cons:
- There's probably an issue with the way players spam-click and how the marker would be constantly moved/replaced minor distances.

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2) Pathing lines - This could be used with the destination markers, but a line on the ground to indicate where your destination is. Not necessarily following the exact path the game has decided on, but the direction the destination is in. This would extend from the feet of your champion and would pivot around the "pinned" destination marker, while changing it's colors depending on cc. The lines could also use arrows to display information, like this:

Normal
---->---->---->----

Slowed
----<<----<<----<<---

Stunned
----O----O----O----

Sped up
---->>---->>---->>----

Ex: Once again you're running from a teamfight and your destination is a screen or two away from the champion. While spam clicking for your life, the line leading to your destination changes from green (normal) to red (stunned) and you realize ashe just arrow'd you.

Pros:
- Another good way of conveying cc information using a more commonly focused on area of the HUD.
- Would also aid in keeping track of your champions position during fights.

Cons:
- Might be difficult to see on certain terrain unless solid, non-textured and vibrant colors are used.
- Could be deceptive/confusing when auto-pathing takes you in a different direction than the line is leading (due to terrain and whatnot).

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3) Gradient-stroke Champion Highlight - When you go behind friendly/non-friendly champions have a highlighting gradient-stroke that stays on-top of all other visuals to allow easier tracking of the players own champion. This can help minimize confusing from being CC'd.

Ex: You are playing rammus and initiate a 5v5 fight, you're winning but suddenly the enemy vayne breaks free and rolls out to begin dishing out the pain. You are unaware that you're cc'd however, and when you click to move out of the fight in her direction, you have lost track of yourself and don't immediately understand that the reason you haven't popped out of the fight is because you can't move.

Pros:
- Easier to keep track of your champion during teamfights.
- More obvious when CC'd

Cons:
- Visual hitbox issues (Is that going to hit my highlight or me?)
- Could clash with other spell effects flying around in a fight

I have more ideas, but I'm out of time for the moment. Will be back later :P


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Sproctor

Member

01-07-2013

Xelnath, I stole your mockup and butchered it, attached.

I think multiple status on the same bar would cool. for argument, let's say the full bar was 2 seconds, the white silence bar would have 1 second remaining, the purple fear bar would have 0.75 seconds remaining, and the yellow stun bar would have 0.5 seconds remaining.

It might make sense to have the full bar be a constant time length to prevent resizing and make it consistent. In this example the full bar would always be 2 seconds. Maybe with a small plus or arrow indicator at the far right if it's overflowed.


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licolan

Junior Member

01-07-2013

In my opinion, the best for players reception (so, the most usefull) would be enough large circle with "the hour hand" in right from HP indicator, colored accordingly CC (for example: purple (assoсiated with insane danger, uncleansable) = suppress, red(danger) = stun/fear/taunt , root(u can act + associated with nature)=green, black (what can see blinds?)=blind, silence (quiet and piece) = white); the part of circle before "the hour hand" will become transparent. But THE MAIN detail is timer which will show u how many time u ll be crowded, better with 1 digit after comma (alike 1.4). Also would be soft tittle of CC above HP indicator (can be used instead coloration). Also nice would be separate indicator for slows in left from HP indicator.Separate beacause in teamfights everybody is slowed allmost all fighttime (so slows can hopple for imagination of more important CC), but sometimes (in lane phase or when chaising somebody) you should know, are you slowed and when this CC will end.
P. S: Sorry for my awfull English.
P.P.S: This indicator could also show CC acting on other players, making possible to coordinate your actions for the near future better.