New HUD - the problem explained perfectly (reddit gold post!)
Taken from Reddit (Sconeboy).
I've got a few gripes with the new UI. There's a few small things and one big thing. The Big thing: The new UI makes really bad use of screen space, and not only that, It makes it difficult to use in-game. There's no flow to it anymore.
You can see that there is an even distribution of usage of the Hud. Game flow centres around the Main Play-space. This is where all the action happens, It is you're main focus during the game. Around the Main play-space is Information that helps you make decisions within the game. Notice how each corner of the screen is used to display specific info. When you look for information you are using a kind of muscle memory to look at the relevant parts of the screen. and when you go looking, the information is right there; easy to read, good contrast to hud background, SEPARATED FROM UNRELATED INFORMATION. There is no overlap of required information, thus getting info from the Hud is quick. this means you can focus more on the game and what is happening across the map.
As you can tell, there is a massive overlap of information. All the required information is jammed into two main areas. Bottom centre and Bottom corner. Already you can tell that there is no flow in checking information. Everything is clustered together and indistinguishable. All the empty space is WASTED; you are not playing with your champion in the bottom left of your screen, your champion is in the CENTRE. From the Main play-space imagine you are trying to check the score. you have to look at a Big cluster of information, then actively decide what information you need and then try to focus on where that is displayed. There is no good contrast between the text above the minimap and the background of the Hud, and it is sandwiched between two other large information centres. What I'm trying to get across is that there is no way to build any kind of in-game flow. You can't map an area for screen to a set of information like you could in the old Hud. Because all the information is in the same space. /rant
Okay, so now to be constructive with this criticism.
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Separate the information back out again; the idea of "keep the bottom left and top right clear" is in good intention, but ultimately does not help achieve a good Hud, nor makes sense to me (my opinion, never troubled me) allow the pla yer to Customise the location for Items (eg like swap minimap sides)
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The textured "blue" background on the Hud does not make for good contrast with the text. Green Text on modified stats was ESSENTIAL for quick assessment of stats, this is both for the player and for the Target Info box. (I miss this feature most)
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USE LESS BLUE FOR ABILITIES' STATUS. It is vital that we keep consistency with what colours mean on our bar we need to know what our status is at a glance. eg. blue for no mana, grey for on cooldown, red for locked(this is a nice touch btw) flash WHITE for ready to cast (less texture on this one too, there's too much noise and it's too slow to complete.)
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The ability cooldown swipe is nifty, but uses the wrong colour for a cooldown, it also covers up WAYY too much of the icon.
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The Stats panes text is too small, the icons need to be larger to be distinguishable at a glance.
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I would move the ally portaits back to the left hand edge, but keep enemy death timers above the map.
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Make the experience bar more obvious. Dispite what you may think, this is an important feature of the Hud. There is literally NOWHERE else you can look for this information and having it displayed clearly is important.
Thanks for reading my critique for the new Hud, I really hope Iove highlighted some flaws in it's design for people. I really want the best for League, It's by far my favourite game of 4+ years and I want it to continue being the best!
TL;DR (Come on man, i spent ages writing this, at least look at the pictures,) The new UI has some glaring flaws in space usage and density of information; they've removed the ease of space-to-information mapping when looking for in-game information on the Hud and build attention flow in a competitive way. Then I try to be constructive with bulletpoints.