Weird logic, because I expect to be safe when I am actually out, and not when I am "almost out".
I also expect indicators to be accurate and nothing else.
This shitty design philosophy needs to stop. Players want a game that works consistently and is fair.
Just tell the truth (in this case an accurate indicator), it's always better.
[zombie-brand-facepalm]
Next up: why is healing overpowered and why is GW overpowered?... because Riot wants everyone to "feel impactful". Never mind the fact that this makes heals only obnoxious early and weak in late game.
You can't let everyone "win" simultaneously. Just make it balanced!
https://fearlessdesign.tumblr.com/post/162098921538/why-is-grievous-wounds-needed-as-a-mechanic-in
Why is grievous wounds needed as a mechanic in league?
It’s one of the most obvious forms of what we call a “release valve.” These are systems elements (often item passives or actives) that a player won’t normally value, but can opt into when they face a particularly daunting challenge. Grievous Wounds isn’t usually needed, but when you’re playing against a comp with Mundo/Soraka, it’s one of the most valuable things you can get in the item shop.
Release valves serve a few purposes. They allow for intellectual mastery, whereby a player can see a state in the game, and make a powerful reaction that has a clear impact. They also create room for us to push strengths. Healing champions would need to be much more limited in a world without GW, for example. Most champions on their own don’t push the need for a release valve, but when comps can stack similarly sharp characters, release valves allow opponents a way to deal with dramatically skewed power.
You see, they think they can give everyone some kind of special treatment and let them "feel powerful" and make a balanced game at the same time, obviously doesn't work. As a result either get heals that nobody can deal with or healers feeling useless and almost never does it give you a fair experience... game just feels shitty and unbalanaced overall with awkward power curves..
Most likely same logic for tanks.... sometimes too tanky especially when you rush tank items against 1 opponent and then useless because they don't scale well enough and get countered by items.