The health bar could still use a few more QoL clarity changes; here's one
As we all know, when someone takes damage and their health bar drops, a flashing red bar briefly appears to represent the amount of damage dealt in that specific instance. The problem is that when a person is healed and damaged at the same time the health bar just reflects overall change in health instead of showing directly how much damage the player took. This can create some confusion because it often just looks like the champion is taking little or no damage at all, which can be extremely misleading to new players and those who don't have all damage numbers turned on and aren't paying attention to the phenomena in chaotic situations.
Is this champion being healed, or am I just not doing that much damage to them? Visually it looks the same on the health bar.
My suggestion? Have healing "push aside" the red bar when players are healed on the same tick that they are damaged.
Basically what I'm getting at is in the image linked.
- Is the amount of health the champion has starting out
- Is the result when the champion takes a given amount of damage
- Is what the game currently shows if a player takes that much damage and heals a bit at the same time
- Is how I think scenario 3 should be reflected