New Runes Visuals are a problem for me

jQuery·11/16/2017, 3:40:16 PM·1 votes·243 views

Hi I just posted this in "Lets disguise : Runes Reforged", but I want to get this out to the players also to see what they think and if the following is a issue for them too;

These visual representation of the procs and projectiles of the new runes are good and helpful, but with everything else that is going on in the game we have to much visual cues overlapping and it comes to the point where they start to block each other. In laining it is probably fine, but as a mainly ARAM player it does not look good in team fights. Team fights turn in to a kaleidoscope blobs. It is some what manageable while playing and focusing on one target, but when i try to watch my games I need to go to .25 and I still cant figure out what is going on in a team-fight : Runes indicators/projectiles, shields, passive proc counters, item auras, random poros walking in farting hearts and trow in a couple new skins and it looks like bunch of glitch Mundos have a fireworks party.

http://apollo-na-uploads.s3.amazonaws.com/1421183527248/Mundonotfeelgood..jpg

I think you need to get all of the indicators more organized and with more specialized placement around models and defined z-index priority. Maybe even prioritizing with a new conditions like "Current target under aggression", "Closest targeted/non-targeted aggressor ". Or maybe get runes and item indicators in a wheel combined around the feet like a red buff halo just with indicator colored icons... Or maybe not, it might end up looking like a fortune wheel. I am not sure about the solution but I am seeing a problem in gameplay with visual feedback that might have even bigger impact on spectating than playing. Cant even imagine new players/spectators trying to figure $#!^ out.

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