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HP Bar Change

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Jaawn

Senior Member

02-09-2013

Quote:
Enterti:
Have you tried putting lines of health on top of each other? Say each line being 1k hp and made of 100hp bars.


A tank could have 4 or 5 bars above their head then, which would add quite a bit of clutter.


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Enterti

Senior Member

02-09-2013

Quote:
Jaawn:
A tank could have 4 or 5 bars above their head then, which would add quite a bit of clutter.

The lines could become thinner the more hp they have, perhaps 2k hp lines would help as well.


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BadgerDrool

Senior Member

02-09-2013

Maybe switching over to a designated grid pattern? Each row having 10 100 health bubbles. Then add a row below it for each 1k life. It'd more clearly differentiate 1k vs 2k vs 3k while keeping the fine level detail players look for close to 0 health.

Issue is it'd take up a lot more screen real estate or need some really precise scaling to be readable. It also gets a bit awkward at 1,100 life. Though instead of a big empty bar only a single bubble could appear on the second row.

A possible bonus is that effects that add Max health would be more visible. Lulu's ult would add bubbles and those bubbles could have a small shine when they appear. Same with Nasus and Renek. It'd be really clear. It'd just take a lot of room.

One possible solution to the room problem is having some asymmetrical scaling vertically. If a certain vertical height was expected the vertical height could adjust to show all the bubbles at the same height. Then when one row is empty of health it could shrink vertically to allow the remaining life to have more screen space. It'd still look odd at 6k health but it'd be less problematic then a grid that's covering half the screen.


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Sageoffire

Senior Member

02-09-2013

What about something like this?

||||||||||!|||||||||!|||||||||!|||

each bar represents 100 still, but a thicker clearly visible bar also separates higher increments?


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Kuroikaze

Junior Member

02-09-2013

why not use a different colored line at 500 or 1000 health increments? black separates the 100 health chunks and red separates the 500 health chunks. Then you only need to count redlines for gross estimates...


edit:
Also kingdom hearts... they had a single health bar and if health got over that it filled up again with a new color on top of the old health bar. If I recall correctly they had a few bosses with the bar layered 7 times with different colors for each stage of health. Might be confusing at first but still a decent compact way to organize gross amounts of health. Also, in b4 color blind argument.


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Darksolon

Junior Member

02-09-2013

Quote:
Sageoffire:
Is there any particular reason HP bars need to show missing health?

a tank with 3000HP is going to be a bunch of tiny little lines, but you still read it as "way too much HP to kill" as you poke them down, the bars start to get bigger and bigger, because you would be using the dead space for better readability instead of missing HP.

it would only be a bit confusing for champions that scale off missing health, vs confusing to anyone who is used to 1 bar = 100 HP


I think this idea is brilliant. I know I would find it useful to see hp bars scaling late-game. The only revision I would say is to stop the scaling when around 400-500 health. seeing one giant bar could confuse people.


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Steadfast

Member

02-09-2013

Colour would be a good option. You bar turns a different colour when about 2000 , and again a different colour when above 3000. Would in team fights easily show who are the high health targets and allow assasins and mages to focus the low health.


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TheFinalAeon

Senior Member

02-09-2013

Have you tried NOT having tick marks? Is there any serious need for them beyond being able to go "Welp I can't dent their HP"?

Alternatively, you could LET PLAYERS CHOOSE THEMSELVES what works for THEM. For instance, on a bursty champ like Veigar, the difference between 2000 HP and 200 HP on a target is pretty insignificant, while somebody that chips away or uses %hp Values like Elise needs to be able to see the 100hp tick marks.


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Dementation

Senior Member

02-09-2013

Maybe you could add an option to switch back the current one. I like the current one, and the new one is just from Dota 2, and it looks pretty weird.


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Killrazor

Senior Member

02-09-2013

Quote:
Xelnath:
We are experimenting with this, it won't be going out in the next patch.

We feel that 200 hp bars are far more readible in the level 5-13 range, but the transition is a bit rough. We really feel that showing precise health in the 2k-3k range is very important after the Season 3 changes.

How would you represent the health bars instead?


what not have the option to have numbers overlaid on top of health bar that indicates their max hp.

example..

||||||||||||4700|||||||||||||

or if you want to show both hp and mana...hp is red, mana is blue.
||||||||||||4700/2700||||||||||||||||||||||
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