What the HUD could improve on
So amid all these "new HUD sucks" threads, very few people have actually made detailed lists of what's wrong. In general, I think the new HUD is an improvement, but there are some things that could be improved on.
I tried my best to leave out things that I think could be "you'll get use to it", but inevitably there are some things that still crept in.
- The HUD is both mouse friendly and mouse hostile
- It's easier to click on the Ability Upgrade buttons
- You can no longer click anywhere in the UI to bring up detailed stats of your champion. I'd suggest makeing it so you click the button cycle through simple, detailed, and none
- You can no longer click anywhere in the UI to ping. Quite simply, how are new players suppose to know you even can ping in the game?
- Cooldowns are less intuitive
- The cooldown countdown animation is harder to read at a glance, in part because it doesn't extend the full size of the icon.
- The "ability ready" flash takes a long time to complete, making it unclear if the ability is ready at the start or end of the animation.
- The grayed out icon with blue stuff in the center too closely resembles the out of mana unless you look directly at it.
- Cooldowns for Trinkets are so small that you're entirely reliant on reading the number, as oppose to glancing and getting a feel for how much time is left.
- Please, don't turn all of my spells red when I'm stunned. I know I'm stunned, I stopped moving. I realized every time this happened I looked away from the action to try and find out what new status effect I'd been afflicted with. The red doesn't help me understand what's going on any better.
- What's leveled up how many times?
- Abilities like Twisted Fate's E never look like they're learned, because they're always grayed out.
- The dots for leveling things up are too tiny to really make out. Did I put that last point in W or E? Can't tell, I've got to squint to see it.
- There are too many distractions in the UI
- The spell upgrade animation is close enough to the spell off cooldown animation that it can cause problems. This animation needs to be simplified.
- There are too many (or too many noticeable) sound effects. Clinks for opening and closing windows, leveling up, leveling up abilities... it's like the SFX designers for the HUD were trying to beat out the rest of the SFX in the game.
- The Shop Layout is Clunky - The shop is a combination of MASSIVE and tiny in a very disjointed way.
- The Icons are a good size, same with the prices
- There's too much space between different categories (like "Starting Items" and whatever comes next)
- The search bar is tiny! Seriously, with how easy you made it for people to click on the massive build tabs or the close button, you feel like you need to use a microscope to get your mouse in the search bar. It might not actually be that bad to use, but it still looks horrible.
- The Shop can't be shrunk to a manageable size. Moving the shop all the way to the top of my screen and trying to shrink it from the bottom right, I can't get the shop not to overlap with my status bar. When compared to the other windows in the game (Options, Tab), you are really hit with how crazy large the shop window is. This makes it feel like it really doesn't belong in the current HUD.
- While writing this, I realized that opening the store automatically opens up the detailed stats panel. That'd be cool, if I could actually see said panel, but the store takes up too much space, blocking it from view.
- Why in the world do I hear the shop keepers when I press "P" half a map away? Is this a bug, or more extra sound effects?
- Similarly, I had some weird stuff going on when buying? Some items in my inventory will be grayed out while I'm purchasing, even if they're not potions. It's hard to notice again because of how much space the shop takes up, but it's completely un-intuitive what causes it.
- I'm very disappointed you did not take the opportunity to make the new shop more noob friendly. Color coding stats (Orange for Attack Damage, Green for Ability Power, etc) would make it significantly easier for new players to figure out what they should buy when they leave the recommended items list.
- Others
- The mute button is one those always used or never used features, depending on the player. Why was it hidden away like it is, where you have to mouse over a person to see this feature even exists in the game?
- I really don't know why the tint of the minimap on Summoners Rift was changed. The other minimaps I've looked at seem fine, but Summoners Rift needed to be tinted blue? Is this a bug? Because this feels like a bug?
In general I think the new HUD looks like it could be an improvement on the old HUD, but it needs more polish before it gets there.