Tips are Tools: Analysis and Proposed Rework of Ability Descriptions

Blaquenwhyte··9 votes·857 views

Introduction

This is also posted on Reddit.

First of all, for those who don't know what the word "tooltip" refers to, they're the little information box that comes up when you hover over, say, an ability or item, that tell you what that thing does--how much stats it gives, how much damage it does, etc.

If you'd like an example, here's the tooltip for Zoe's Q, Paddle Star. We'll be coming back to this as an example of a tooltip that, in my opinion, needs work.

When it comes to tooltips, I like to adhere to a mantra: "tips are tools." Clever, I know. I base this philosophy on three core principles:

  • Readability. You can't expect everyone to read every bit of a tooltip or description, so it needs to be useful at a quick glance, conveying the information you want to know in a quick and efficient manner.

I put this first because it's the most important--the two principles below are important, but need to leverage their qualities while also making sure they don't turn a tooltip into an unreadable mess.

  • Descriptiveness. Tooltips should leave as little ambiguity as possible regarding how an ability/item works or interacts with the rest of the game.

  • In-Depth. This is sort of an extension of descriptiveness, but as it pertains to League, I'm talking about how scalings (AP, AD, Health, etc) are shown. For better or worse, League is a game of numbers and how to make your numbers bigger than your opponents, so tooltips should provide those exact numbers so that people can crunch them if they so desire.

Aside from those three qualities at the core, there are other aspects that are valuable when approaching tooltips as a whole, most notably consistency (how something is phrased in one tooltip should be similar to, or ideally the same as, how it's phrased in another tooltip).

The takeaway at this point is thus: tooltips are important. Whether you use them extensively or not, they provide a clear and concise source of information that can be relied upon since, after all, they come from the game itself. As such, in order to convey this information effectively to users both new and old, tooltips need to meet certain standards.

Before we proceed, I want to be very clear that all of what's reflected in my post is my personal standards for tooltips. That said, I find my standards reasonable (and I'm biased, of course) and worthy of sharing with you all, so that we can perhaps improve the game and how its information is conveyed to the player.

A Base Game Example

Okay, talking about this is all well and good, but how the hell do we put it to work? As an example, let's put all this into practice with the aforementioned Zoe's Q.

First of all, what does it do right?

  • It's simple, short, and to the point. This is also where it, as I see it, does several things wrong.

  • It includes some exact detail about the scaling below the ability description itself.

That's what it has that's good. Two things might not seem like a lot, but those two things are important. However, they are outweighed by what it, in my opinion, does wrong:

  • It obfuscates exact ability damage. This is common in almost all League of Legends tooltips. I'll expand upon this in a bit, but it comes down to whether you'd rather see 58(+13) or 71.

  • It's vague. How long does the missile last after landing, for example? It also doesn't even mention that the missile does slight area damage.

  • As far as I'm aware, it's misleading. This is the cardinal sin of tooltip design. I don't claim to know exactly how the ability works, but from everything I can tell, its damage has nothing to do with More Sparkles (Zoe's passive). I don't know why it mentions it at all.

I could be misunderstanding how it works, so anyone who knows better is free to tell me so, but the point of avoiding this misleading nature wherever possible still stands. If I'm wrong on this point, then the problem instead falls into the "vague" category, because the fact in either case is that it should be much clearer, to the point where I shouldn't even be unsure of how it works.

Now that I've laid out what I find wrong with the tooltip, let's work on fixing it.

"Tips are Tools" Put into Practice

Numbers are about to change, so I'll lay some groundwork: in the following tooltip, we're assumed to be working a Zoe that's Level 11 with 200 AP and Rank 5 Paddle Star. I'll get into why these numbers changed a bit later, but suffice it to say that they're easy to work with.

Here's what I would rework Zoe's Q tooltip to be.

Numbers taken from the League Wiki.

Let's break this down a bit:

  • No addition necessary in determining exact ability damage. The game calculates damage and presents it to you as one consolidated number. Instead, exact scaling details are moved to the bottom of the tooltip, for anyone concerned with exactly how the ability calculates its damage.

This provides easily accessible important information, on top of more detailed information that League has often obscured and relegated to the League Wiki or web page. In that way, it's useful at both a quick glance, and for analysis by number crunchers.

  • Very little vagueness or ambiguity. The distance scaling is vague, but that's by design, since including its exact scaling every step of the way would be a nightmare to read. However, we know the ability does damage in a small area, and we know the star lasts for 1 sec after landing. We even know that both casts proc Zoe's passive.

    Could you have figured this out on your own? Yeah, sure, of course you could have, but the point is that the information is available to you without any testing necessary. You should go into using the ability knowing exactly what to expect (or damn near it).

If it turns out I was wrong about how Paddle Star interacts with Zoe's passive, such a detail wouldn't be difficult to include by adding its damage to the scaling details at the bottom.

The point is, by the end of reading this tooltip, you should know more or less exactly how the ability acts, how much damage to expect it to do (without having to do any mental math), and if you so desire, have access to exact numbers so you can get to crunching.

Moving Forward

I mentioned earlier that I was working with a Level 11 Zoe with 200 AP and a level 5 Q. I didn't just pull those numbers out of thin air for the purpose of making an example.

As it turns out, this has been a project I've been working on for a few days now. I'm slowly but surely reworking every single Champion ability tooltip in the game. My example was a screenshot from the document I've been writing up. I finished up Zoe for the purposes of this post, but otherwise I'm only done champions that start with letters up to F (proceeding alphabetically).

If you want to see a more varied set of examples for how my proposed rework would pan out:

Here's a Google Doc with the most up-to-date changes I've made.

Obviously, since it's a lot of work, large parts of it are unfinished.

You might naturally ask that if so much of it is unfinished, why am I posting this?

Well, for feedback, of course! I'm fully willing to fess up that my standards are not everyone else's standards. The best way to construct good tooltips are ones that will meet the majority of people's standards, not just mine. If I did every single champion in the game and posted this only to find no one agreed with what I did... well, that's a lot of edits to make. Even as I post this now, it would be a lot of edits to make.

If you dare read all of this and even some of the document and see something you think could be done better, speak up, and I preemptively thank anyone who gives me some input, even if it's to say my standards are totally wrong and to apply them to League would be ridiculous. Seriously, I'm just one guy--I need some other perspectives.

To anyone who read this far, and to anyone who goes on further to the document, thanks a bunch! I hope this gets some of you as worked up as I am, despite it being such an ultimately minor ordeal.

If this gets a decent amount of feedback, I'll continue working on my big bad list of ability tooltips and come back when it's finished.

9 Comments

420 grams5 votes

I wish ability descriptions were more literal in the way that games like Magic and Yugioh are.

For example, yasuos q says it is treated as a basic attack. Jax e says it dodges all incoming basic attacks. Yasuo q is not dodged by Jax e.

Blaquenwhyte1 votes

That's where the aspect of tooltip consistency comes in, and I agree it's definitely important. If the tooltip says it counts as a basic attack, then it should consistently interact with all other abilities that affect basic attacks (like Jax dodge or Pantheon block).

Unfortunately, exactly how those types of abilities (and others) interact with one another is on the mechanical side of League, and beyond the scope of this tooltip "project" I'm doing. All tooltips can do is accurately reflect how the mechanical side actually works.

Teridax683 votes

As someone who has worked a lot on the wiki, and in particular on champion ability descriptions, I cannot stress enough how important it is to have very clear standards for naming and phrasing mechanics. Because articles on the wiki frequently link to other pages that give in-depth information, one of the basic standards that quickly arose when we worked on revamping our champion page format was that if any kind of mechanic were mentioned, if it were the same as another, it would be named and described in the same way. League's tooltips mention both max and total health scalings, for examples, which are the same thing, and that is not good. On the wiki, we use max health for both, and ambiguity is thereby avoided.

In general, there are quite a few problems with League's tooltips as they're currently formatted: most aren't simple enough to give a clear enough snapshot of their abilities at a glance, but aren't complete enough either for the reader to fully understand everything the ability does, even if they take the time to look at everything. There's a lot of inconsistency too, whether it's the phrasing of certain mechanics, the usage of certain terms, or even the listing of certain scalings (health scalings are made explicit, for example, whereas AD or AP scalings typically don't list their ratios). In some cases, such as Zoe's Q, the tooltip is simply wrong, and there have been several times before where the values listed did not match up to the values in-game. This also suggests that League's tooltips are still largely written by hand, even though there are a lot of factors, like scalings and bases, that could be automated, or at least connected directly to in-game values.

Because of this, I also think it's quite likely League's tech behind their tooltips, as well as the conventions and general design philosophy relating to them, might not really have progressed much since the game's release. I'd personally be all for an under-the-hood overhaul, but I also think there's a lot of incremental changes that can be done to improve things. Stuff like connecting tooltip values to in-game values, showing the total damage of an ability, and listing its scaling separately, rather than listing two different and individually rather meaningless numbers, and establishing more standard keywords and expressions to use across all tooltips could do a world of good towards improving clarity via tooltips. I completely support the OP's endeavor, and would love to help however possible.

Blaquenwhyte3 votes

Thank you very much for your response! I agree with everything you said. And a double thank you for your work on the Wiki, because that's been my primary reference point for rewriting tooltips, and no doubt a reference for any number of League players just looking up ability details.

Consistency in naming and phrasing, as well as improving how damage and scaling are presented, is definitely the name of the game with this effort, and I would argue they should be at the center of any effort hoping to effectively convey information to a user/player. As you noted, League is somewhat behind the curve in almost all respects; it isn't consistent with how it names or phrases mechanics, damage and scaling details are often obfuscated or not available at all, and sometimes ability mechanics outright don't act as the tooltip implies they should. I'm sure tooltips being handwritten and possible miscommunication between departments is at least partly to blame, but it's perfectly fixable as well.

As for under-the-hood changes that improve how client-side information (scalings, for example) is gathered and displayed in a tooltip... I suspect their tech is capable of doing this already, but that it hasn't been used effectively in this manner. Aside from that, a rigorous methodology regarding consistent mechanic naming and phrasing can be developed by example; write a name/phrase describing the mechanic once, and use that same name/phrase everywhere else it's relevant. The goal of how it's written at first should be describing the mechanic in a clear and concise way that removes as much ambiguity as possible.

Tooltips have always been one of my pet peeves in any game I play, and I hate to see them waste descriptive or helpful potential in the name of laziness, or brevity, or whatever the reason may be. League isn't as bad as some other games I've seen in this respect, but it still has massive room for improvement.

R35URR3C710N2 votes

I'm inclined to agree that it may be the tech, or lack of prioritization. One example that sticks out and bugged me for so long due to inconsistency was that Garen and Mundo didn't have their hp/5 values added to their passive tooltips for so long, and when one of them finally did get it added, the other took months longer to receive. If the calculations are essentially the same (simple max hp percentages), then rewriting the code for both tooltips should have been nearly identical. Garen's became a bit more complex with time, but at one point they were the same formula.

UnboundHades1 votes

"Readability. You can't expect everyone to read every bit of a tooltip or description, so it needs to be useful at a quick glance, conveying the information you want to know in a quick and efficient manner." this is where i just stopped reading you have over a minute to just do whatever at the start of the game which if your new to a champ involves reading the tooltips if you already havent in the client if somebody doesnt care enough to do this then they deserve to be punished and by looking at your "improved" version all you did to make it better is shown the ratios for everything and the rest makes it look worse

Blaquenwhyte1 votes

Well, aside from the fact that the beginning of the game isn't always people just sitting around (and thus you may not have time to read), there are other issues at play. For instance, if you're playing Zoe for the first time and read her Q tooltip to find out what it does, do you know that your Q only lasts a second after landing, or that it does area damage? No, you don't; that's where the other parts come in, such as ensuring tooltips are as descriptive as possible.

On the face of it, I agree; if you're unsure what an ability does, you have time to read the tooltip... but that's also provided the tooltip actually accurately describes what the ability does. In many cases, such as Zoe's Q, it doesn't quite do so. If you're a new player who is relying on the tools the game gives you (such as its tooltips) to learn your champion, you'd probably want your tooltip to be descriptive. I know I would, but again, I'm just one guy.

And that only covers reading tooltips to find out what abilities do. What if you're curious about how much damage you'll do in a given moment (like, say, right before you all-in someone)? Consolidating the numbers to not need mental math is much more intuitive and can be read at a glance, compared to the separated base + scaling display the game does now.

Zoe's Q was a rather extreme example of my changes, which is why I used it. If you take a moment to look at the Google Doc I posted, you'll see many abilities are changed in rather minor ways, often just how the damage/scalings are presented.

UnboundHades1 votes

{quoted}

Well, aside from the fact that the beginning of the game isn't always just people sitting around (and thus you may not have time to read), there are other issues at play. For instance, if you're playing Zoe for the first time and read her Q tooltip to find out what it does, do you know that your Q only lasts a second after landing, or that it does area damage? No, you don't; that's where the other parts come in, such as ensuring tooltips are as descriptive as possible.

On the face of it, I agree; if you're unsure what an ability does, you have time to read the tooltip... but that's also provided the tooltip actually accurately describes what the ability does. In many cases, such as Zoe's Q, it doesn't quite do so. If you're a new player who is relying on the tools the game gives you (such as its tooltips) to learn your champion, you'd probably want your tooltip to be descriptive. I know I would, but again, I'm just one guy.

And that only covers reading tooltips to find out what abilities do. What if you're curious about how much damage you'll do in a given moment (like, say, right before you all-in someone)? Consolidating the numbers to not need mental math is much more intuitive and can be read at a glance, compared to the separated base + scaling display the game does now.

Zoe's Q was a rather extreme example of my changes, which is why I used it. If you take a moment to look at the Google Doc I posted, you'll see many abilities are changed in rather minor ways, often just how the damage/scalings are presented.

zoes q is its own problem seeing how its quite overloaded and you need to play with it to understand what it does while others champs dont need any work on them besides the ratios being on them and looking at tooltips in game for info isnt what you should be doing if your new to a champ you should be on the champions page on the client looking them over because you can see them in action there along with the tool tip

Blaquenwhyte1 votes

looking at tooltips in game for info isnt what you should be doing if your new to a champ you should be on the champions page on the client looking them over because you can see them in action there along with the tool tip

I strongly doubt many people look at the champion pages in the client, but even if they do, why is that an excuse to make the in-game tooltip not be descriptive? Are you just going to leave the people that don't read the client descriptions (which I would wager is most people) out to dry?

In my opinion, you should be able to refer to your ability at any time and know, beyond almost any doubt, exactly what to expect from it. That is true of the client descriptions and the in-game ones.

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