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On July 27 2015 06:55 Goumindong wrote:Show nested quote +On July 27 2015 06:08 Seuss wrote:On July 27 2015 05:42 cLutZ wrote:On July 27 2015 05:23 Seuss wrote:On July 27 2015 02:52 kongoline wrote:On July 27 2015 02:16 Gahlo wrote:On July 27 2015 02:12 kongoline wrote: there were plenty of reddit threads explaining thoroughly why new HUD is inferior to old one, u should read them And a lot of it is opinion. how things like surrender vote taking half of the screen, not being able to distinguish regular +lvl from evolution on kha or blue tint on minimpa making it harder too see just an opinion,there was even post explaining why blue tint makes it harder to see from scientific stand point, not to mention plenty of vision impaired and color blind people got fucked by new colors/fonts/size majority dislikes new HUD i dont remember any change by riot ever creating even half as much hate You're talking edge cases. These are important edge cases, but most of the complaints made have been of a fundamentally different nature. The common sentiment has been, "It's too difficult to find important information now." This is a very tricky complaint to deal with when you make big changes to a UI, because it may not be the UI's fault at all. The biggest hurdle in UI design is user-expectations, and if your UI deviates from them in any way there will be complaints. This isn't limited to where the information is located on the screen as a whole, but also how it is situated within a UI element, changes to the shape and nature of said element, what other information it was previously connected to, and even the finer details like font and color. User expectations are complicated, and the users typically aren't aware of most of them. Which makes it extremely difficult to figure out what are actual UI problems versus users reacting to change, as well as communicating the necessity of change to the users. The users feel their experience is worse, and even if it's purely because they simply aren't used to the new UI/workflow it's practically impossible to convince them that the change was worthwhile in any way. So essentially it's my professional opinion that most of the complaints being made are the ephemeral reaction to change that will fade as players get used to the new HUD and the issues which aren't simply a matter of unfamiliarity come to the forefront and are addressed. Even if that is true, you have to ask, "what are the unambiguous advantages of the new HUD?" Unless it is, objectively, 15, 20, 25%+ better then its just another set of wasted resources by Riot. And, unlike the other "wasted resources" of the Lyte-type, there is no excuse for these resources to not be dedicated to things players actually want like replays, death recap, etc. The amount of screen space that's been freed up for the actual game, plus the better ordering of information, are big deals. The UI itself is also more aesthetically pleasing, which may not seem important but a game's look and feel has more to do with its success than many gamers/players like to admit. You don't save any space that isn't counteracted by losing readability and ease of use since you only gain space by making things smaller and putting them closer together. Information that you want to access quickly (like how much xp you have) is burried while information you don't need fast (overall kill score) is placed in close proximity to information you need fast and/or all the time (champion ult status/map info) By moving info into the same place you free up less important real estate(screen edge) by obscuring more important real estate By cramping information you make it harder to scale the entire UI because text bleeds together or becomes unreadably smal. The old UI has none of these problems and only had the problem that the frames used we slightly too large and could be trimmed.
I find things just as readable as before, provided I'm looking at them. My problem in terms of reading has entirely been that I look in the wrong places or don't recognize new icons or context. As I've become familiar with elements obtaining the information within them has become as automatic as it was with the old UI.
I don't find scaling the UI to have a significant impact on the readability except for a couple extremely specific (and not particularly important) bits of information, and as a whole the minor loss of real estate on the bottom is more than made up for in gains elsewhere.
There are improvements that could be made.- Penetration numbers are too small. They aren't super important, but they should be more readable.
- The kill/stats/cs numbers on the minimap could be larger.
- Tower, dragon, and kill counts on the score board could also be bigger.
- The XP mouseover should be an integrated UI element.
- In general, text color should be a little lighter so it pops out more from the background.
I don't really see the cramming argument save perhaps when it comes to the scoreboard, but then the previous scoreboard had what I'd qualify as far too much empty space and I vastly prefer the new side by side setup. In terms of stuff like champion stats the old way is arguably more crammed and certainly less organized than the new way.
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Guys how do you open the character window in the new hud? I can't find crit stats anymore...
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On July 27 2015 19:09 SoSexy wrote: Guys how do you open the character window in the new hud? I can't find crit stats anymore... Hold C. It doesn't open a window anymore and it a small panel to the left of your character icon. Next patch they're swapping the crit and range positions.
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Fuck people who have last 3 item slots on z/x/c (aka me). Guess I can set stats for 5 but the whole point was to not have to use that button because it's too far :/
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On July 27 2015 22:37 AlterKot wrote: Fuck people who have last 3 item slots on z/x/c (aka me). Guess I can set stats for 5 but the whole point was to not have to use that button because it's too far :/ Also fuck people who have trinket on C, like myself xD
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What? I'd love for ADC not to be mandatory either. The whole setup with LoL feels so miff. Would love junglers to not be required either.
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Season 1 Bruiser-meta here we come!
More seriously I'm all for more variety, whether that be more variety within a role or more variety as to team compositions/configurations. Actually achieving the kind of balance where an ADC or jungler is optional and not outright suboptimal will be extremely difficult without fairly substantial changes to the game.
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until there are some really big changes to the core game adc will keep being mandatory.You simply cant 2v2 at all an ad+supp lane without matching it.
only way I could see it working is having a roaming supp and solo lane karthus or some shit
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On July 27 2015 23:10 Seuss wrote: Season 1 Bruiser-meta here we come!
More seriously I'm all for more variety, whether that be more variety within a role or more variety as to team compositions/configurations. Actually achieving the kind of balance where an ADC or jungler is optional and not outright suboptimal will be extremely difficult without fairly substantial changes to the game.
Yea it's one of those ideas that just frankly won't happen but it's nice to think about and dream at least. I remember when Targons first came in and you could double Targon in lanes. That was a sick time. 2-1-2 setup just stomping on people lol. I highly doubt we'd ever see Jungle as an optional position as Riot spends so much time trying to make it a thing.
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I play Garen botlane sometimes, it's pretty hilarious.
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We're probably in a decent meta for swapping the ADC elsewhere or dropping it for an AD mid. Thing is, I can't think of any ADC that scales well with levels besides the ones that already fill a solo-lane, and aside from mostly-out-of-meta Karthus, there's nobody that could either 1v2 or needs the sort of babysitting an ADC usually does.
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Zeke's remake is so stupid, the last 5 games I've played have been decided entirely on which side's support got it first regardless of how the botlane was going before. Starting to consider just delaying Sightstone and tell my adc to help with warding botlane until I finish Zeke's.
While it's fun to suddenly have the largest powerspike as support the item is just too stupid.
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On July 27 2015 23:10 Seuss wrote: Season 1 Bruiser-meta here we come!
More seriously I'm all for more variety, whether that be more variety within a role or more variety as to team compositions/configurations. Actually achieving the kind of balance where an ADC or jungler is optional and not outright suboptimal will be extremely difficult without fairly substantial changes to the game. season 1 was AoE comps and split pushers season 2 was bruisers
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The AoE meta in Season 1 was a direct follow up to the 3-4 Bruiser meta that preceded it. That release Xin Zhao.
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United States47024 Posts
It also returned for a couple patches after the lynchpin AoE teamfight heroes (Galio, Vlad, Morgana, Amumu, Sona, etc.) all received significant nerfs, and people suddenly realized champs like Gragas and Malphite were actually good.
It gave way to 4-protects-1 play when people realized most of the bruisers of the time didn't have the tools engage on a backline ADC, and most of the assassins just weren't that good yet, period.
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Corki scales very well with levels and gets his power spike at 6. At some point (s3 Worlds I think? The whole reason support Annie was used at the time) the duo was sometimes sent mid to completely screw some picks (like Kassadin who'd get straight up zoned), but that wouldn't work anymore because he'd prob just use the jungler or the support to leech some exp/cs or the team would fast push one of the sidelanes since they're both "empty" and still provide some gold to the zoned mid this way.
After all if you shove mid tower and take it then the mid can farm back up at the cost of some map presence.
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On July 28 2015 00:38 Jek wrote: Zeke's remake is so stupid, the last 5 games I've played have been decided entirely on which side's support got it first regardless of how the botlane was going before. Starting to consider just delaying Sightstone and tell my adc to help with warding botlane until I finish Zeke's.
While it's fun to suddenly have the largest powerspike as support the item is just too stupid. Wow and ardent censer does a lot of damage too. I'm impressed. Riot really bringing some power to the AoE/team support items.
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after playing around with zeke's the proper way to do things would be nerf it to like 25% crit and 10% AP but make it an active. as it is now its just a luck based thing like gnar ult but it has no visibility so its different.
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ember spirit is uh... hmm
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