Item color readability
For awhile now (years?) I've wondered how item colors, or even background colors, are determined. There doesn't seem to be a clear design decision outside of an item on an individual basis, and so I decided to post some ideas for clarity. What if all Attack Damage items had a red background? Keep in mind what I present is just a design direction rather than rock solid proposals.
Item background colors (potential ideas for coherency):
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Trinity of Defense: Health, Armor, Magic Resistance (Yellow, Red, Blue; respectively)
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Trinity of Offense: True Damage, Attack Damage, Ability Power (Yellow, Red, Blue; respectively)
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Trinity of Defensive Utility: AS Slow, Movement Speed, Spell Shield (Yellow, Red, Blue; respectively)
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Trinity of Offensive Utility: Attack Speed, MS Slow, CDR (Yellow, Red, Blue; respectively)
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Trinity of Sustain (Aside: I vote for enchantments!): Health Regen, Lifesteal, Spellvamp (Yellow, Red, Blue; respectively)
**The purpose is to distill items and their effects into simple readability and consistency. In the following in-game examples combining effects is limited to 2 for visual simplicity: **
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Example: A Sunfire Cape would be primarily Armor and Health. Since Armor is red and Health is yellow, the result would be an orange item/background.
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Example: A Rabadon's Deathcap is only Ability Power. That means the item/background would only be blue.
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Example: A Hexdrinker is primarily Attack Damage and Magic Resistance. Since Attack Damage is red and MR is blue, the result would be a purple item/background.
Yes, we already have item sets that are tied to specific champions and in my zeal to make item's and their visuals consistent I may have suggested too many changes; however, I do feel that item art could do with some clarity and consistency and think colors is a good way to accomplish this visually. What do you think?