Damage Counters

Stealthlly·5/14/2015, 10:32:48 PM·3 votes·1,389 views
Patch 5.9 Notes

In this patch you guys, the RIOT Team, added a damage text size sorta thingy. From what I understand the size of the number scales with how much damage taken per-single-instance, plz CORRECT ME IN THE COMMENTS IF I'M WRONG. So if say one were to stand on Morgana's turmoil soil/death puddle thing you would receive mediocre sized text of the damage instances even though the total damage if you were to stand there the whole time would probably a large sized number. I just thought that when i saw it that there are times when us, the players, sometimes don't care if it does a ton of damage in one hit, maybe we are playing Sion and have close to or over 600 health, what we care is WILL IT KILL US? So what I was thinking is not how much damage, yeah sure its impressive you did 700 damage in one auto-attack but I still have a lot of health left.

To get to the point what I'm saying is don't have the number reflect INSTANCE and IMPRESSIVE damage, but instead reflect damage that reflects how much it took of your current health. If you have 10 health, 2 damage would make you scared. If you took 2 while you have 1600 health, it doesn't even matter. Also it would be useful if the damage told you how long it was happening for, like some other games (I'm thinking of RPG apps for smart phones) where when you do damage multiple times it will say 5040 x3, meaning you did 5040 damage in 3 autos, poison ticks, low cooldown spells, etc.

Just thought if this isn't how it works already that it might be good to implement the size based on percentage of current health.

1 Comments

RiotXypherous5/15/2015, 12:24:00 AM5 votes

For combat text that is displayed on yourself, the scaling of the number is based on your maximum health (not current health). A 700 hit on a 4,000 damage Sion isn't impressive, for example, compared to a 700 hit on a 800 point Janna - which will pretty much be maximum possible size.

The thing is, if you're Sion and you get hit for 35% of your current health in a single hit - you really do need to know that the damage you just took was significant. This is because you're very quickly going to get hit by successive hits soon even if you have "a lot of health left."

You are right that I could probably add in a coefficient that tracks how wounded you are and starts emphasizing health when you're low. I'll have to tinker around with the rules on that such that when you're low - every point of damage starts being more 'significant' when displayed on yourself. I have a number of polish points that I'll have to get to on this.